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- // DH INTERACTIVE LLC, COPYRIGHT (C) 1998
- //
- // hb_set.ast written at Tues Nov 17 16:06 1998
- //
-
- 24 // file_type
- 112 // file_version
-
- // abe_hb_set // Session name
- end
-
- // *** This first section contains the names of all the win_anims used by the table
- hb_idle
- hb_idle_to_walk
- hb_walk_pt_1
- hb_walk_pt_2
- hb_walk_pt_1_to_idle
- hb_walk_pt_2_to_idle
- hb_walk_pt_1_to_run
- hb_walk_pt_2_to_run
- hb_idle_to_run
- hb_run_pt_1
- hb_run_pt_2
- hb_run_pt_1_to_idle
- hb_run_pt_2_to_idle
- hb_run_pt_1_to_walk
- hb_run_pt_2_to_walk
- hb_idle_to_walk_back
- hb_walk_back_pt_1
- hb_walk_back_pt_2
- hb_walk_back_pt_1_to_idle
- hb_walk_back_pt_2_to_idle
- hb_turn_left_start
- hb_turn_left_end_30
- hb_turn_left_end_90
- hb_turn_right_start
- hb_turn_right_end_30
- hb_turn_right_end_90
- end
-
- // *** This second section contains the values for each anim state
- hb_idle
- hb_idle_to_walk
- hb_walk_pt_1
- hb_walk_pt_2
- hb_walk_pt_1_to_idle
- hb_walk_pt_2_to_idle
- hb_walk_pt_1_to_run
- hb_walk_pt_2_to_run
- hb_idle_to_run
- hb_run_pt_1
- hb_run_pt_2
- hb_run_pt_1_to_idle
- hb_run_pt_2_to_idle
- hb_run_pt_1_to_walk
- hb_run_pt_2_to_walk
- hb_idle_to_walk_back
- hb_walk_back_pt_1
- hb_walk_back_pt_2
- hb_walk_back_pt_1_to_idle
- hb_walk_back_pt_2_to_idle
- hb_turn_left_start
- hb_turn_left_end_30
- hb_turn_left_end_90
- hb_turn_right_start
- hb_turn_right_end_30
- hb_turn_right_end_90
- hb_walk_pt_1_and_turn_left
- hb_walk_pt_2_and_turn_left
- hb_walk_pt_1_and_turn_right
- hb_walk_pt_2_and_turn_right
- hb_idle_to_walk_and_turn_left
- hb_idle_to_walk_and_turn_right
- hb_run_pt_1_and_turn_left
- hb_run_pt_2_and_turn_left
- hb_run_pt_1_and_turn_right
- hb_run_pt_2_and_turn_right
- hb_idle_to_run_and_turn_left
- hb_idle_to_run_and_turn_right
- hb_run_pt_1_to_walk_and_turn_left
- hb_run_pt_2_to_walk_and_turn_left
- hb_run_pt_1_to_walk_and_turn_right
- hb_run_pt_2_to_walk_and_turn_right
- hb_idle_to_walk_back_and_turn_left
- hb_idle_to_walk_back_and_turn_right
- hb_walk_back_pt_1_and_turn_left
- hb_walk_back_pt_2_and_turn_left
- hb_walk_back_pt_1_and_turn_right
- hb_walk_back_pt_2_and_turn_right
- hb_walk_back_pt_1_to_idle_and_turn_left
- hb_walk_back_pt_2_to_idle_and_turn_left
- hb_walk_back_pt_1_to_idle_and_turn_right
- hb_walk_back_pt_2_to_idle_and_turn_right
- hb_walk_pt_1_to_idle_and_turn_left
- hb_walk_pt_2_to_idle_and_turn_left
- hb_walk_pt_1_to_idle_and_turn_right
- hb_walk_pt_2_to_idle_and_turn_right
- hb_walk_pt_1_to_run_and_turn_left
- hb_walk_pt_2_to_run_and_turn_left
- hb_walk_pt_1_to_run_and_turn_right
- hb_walk_pt_2_to_run_and_turn_right
- end
-
- hb_idle // name of this anim_state
- hb_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- up; hb_idle_to_walk // UP -> hb_idle_to_walk.
- u l; hb_idle_to_walk_and_turn_left // UP + LEFT -> hb_idle_to_walk_and_turn_left
- u r; hb_idle_to_walk_and_turn_right // UP + RIGHT -> hb_idle_to_walk_and_turn_right
- d; hb_idle_to_walk_back // DOWN -> hb_idle_to_walk_back
- d l; hb_idle_to_walk_back_and_turn_left // DOWN -> hb_idle_to_walk_back_and_turn_left
- d r; hb_idle_to_walk_back_and_turn_right // DOWN -> hb_idle_to_walk_back_and_turn_right
- l; hb_turn_left_start // LEFT -> hb_turn_left_start
- r; hb_turn_right_start // RIGHT -> hb_turn_right_start
- a u; hb_idle_to_run // BUTTONA + UP -> hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left // BUTTONA + UP + LEFT -> hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right // BUTTONA + UP + RIGHT -> hb_idle_to_run_and_turn_right
- end_of_entries
-
- hb_idle_to_walk // name of this anim_state
- hb_idle_to_walk // name for the win_anim for this state
- hb_walk_pt_2_to_idle // default link anim for this anim state
- // Begin entries for anim state #1
- e u; hb_walk_pt_1 // END_OF_ANIM + UP -> hb_walk_pt_1
- u l; hb_idle_to_walk_and_turn_left // UP + LEFT -> hb_idle_to_walk_and_turn_left
- u r; hb_idle_to_walk_and_turn_right // UP + RIGHT -> hb_idle_to_walk_and_turn_right
- e u l; hb_walk_pt_1_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_walk_pt_1_and_turn_left
- e u r; hb_walk_pt_1_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_walk_pt_1_and_turn_right
- e a u; hb_walk_pt_2_to_run // END_OF_ANIM + BUTTONA + UP -> hb_walk_pt_2_to_run
- end_of_entries
-
- hb_walk_pt_1 // name of this anim_state
- hb_walk_pt_1 // name for the win_anim for this state
- hb_walk_pt_1_to_idle // default link anim for this anim state
- // Begin entries for anim state #2
- e u; hb_walk_pt_2 // END_OF_ANIM + UP -> hb_walk_pt_2
- e a u; hb_walk_pt_1_to_run // END_OF_ANIM + BUTTONA + UP -> hb_walk_pt_1_to_run
- //a u; hb_walk_pt_1 // BUTTONA + UP -> hb_walk_pt_1
- u l; hb_walk_pt_1_and_turn_left // UP + LEFT -> hb_walk_pt_1_and_turn_left
- u r; hb_walk_pt_1_and_turn_right // UP + RIGHT -> hb_walk_pt_1_and_turn_right
- e u l; hb_walk_pt_2_and_turn_left // END_OF_ANIM UP + LEFT -> hb_walk_pt_2_and_turn_left
- e u r; hb_walk_pt_2_and_turn_right // END_OF_ANIM UP + RIGHT -> hb_walk_pt_2_and_turn_right
- e down; hb_walk_pt_1_to_idle // END_OF_ANIM+DOWN -> hb_walk_pt_1_to_idle
- u l r; hb_walk_pt_1 // UP LEFT RIGHT -> hb_walk_pt_1
- end_of_entries
-
- hb_walk_pt_2 // name of this anim_state
- hb_walk_pt_2 // name for the win_anim for this state
- hb_walk_pt_2_to_idle // default link anim for this anim state
- // Begin entries for anim state #3
- e u; hb_walk_pt_1 // END_OF_ANIM + UP -> hb_walk_pt_1
- e a u; hb_walk_pt_2_to_run // END_OF_ANIM + BUTTONA + UP -> hb_walk_pt_2_to_run
- //a u; hb_walk_pt_2 // BUTTONA + UP -> hb_walk_pt_2
- u l; hb_walk_pt_2_and_turn_left // UP + LEFT -> hb_walk_pt_2_and_turn_left
- u r; hb_walk_pt_2_and_turn_right // UP + LEFT -> hb_walk_pt_2_and_turn_right
- e u l; hb_walk_pt_1_and_turn_left // END_OF_ANIM UP + LEFT -> hb_walk_pt_1_and_turn_left
- e u r; hb_walk_pt_1_and_turn_right // END_OF_ANIM UP + RIGHT -> hb_walk_pt_1_and_turn_right
- e d; hb_walk_pt_2_to_idle // END_OF_ANIM+DOWN -> hb_walk_pt_2_to_idle
- u l r; hb_walk_pt_2 // UP LEFT RIGHT -> hb_walk_pt_2
- end_of_entries
-
- hb_walk_pt_1_to_idle // name of this anim_state
- hb_walk_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #4
- end_of_entries
-
- hb_walk_pt_2_to_idle // name of this anim_state
- hb_walk_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #5
- end_of_entries
-
- hb_walk_pt_1_to_run // name of this anim_state
- hb_walk_pt_1_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- // Begin entries for anim state #6
- e u; hb_run_pt_2_to_walk // END_OF_ANIM+UP -> hb_run_pt_2_to_walk.
- e a u; hb_run_pt_1 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_2
- end_of_entries
-
- hb_walk_pt_2_to_run // name of this anim_state
- hb_walk_pt_2_to_run // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- // Begin entries for anim state #hb_walk_pt_2_to_run
- e u; hb_run_pt_1_to_walk // END_OF_ANIM+UP -> hb_run_pt_1_to_walk
- e a u; hb_run_pt_2 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_1
- end_of_entries
-
- hb_idle_to_run // name of this anim_state
- hb_idle_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- // Begin entries for anim state hb_idle_to_run
- e u; hb_run_pt_2_to_walk // END_OF_ANIM + UP -> hb_run_pt_2_to_walk
- e a u; hb_run_pt_1 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_1
- a u l; hb_idle_to_run_and_turn_left // BUTTONA + UP + LEFT -> hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right // BUTTONA + UP + RIGHT -> hb_idle_to_run_and_turn_right
- e a u l; hb_run_pt_1_and_turn_left // END_OF_ANIM + BUTTONA + UP + LEFT -> hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right // END_OF_ANIM + BUTTONA + UP + RIGHT -> hb_run_pt_1_and_turn_right
- e u l; hb_run_pt_2_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_2_to_walk_and_turn_left
- e u r; hb_run_pt_2_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_2_to_walk_and_turn_right
- end_of_entries
-
- hb_run_pt_1 // name of this anim_state
- hb_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- // Begin entries for anim state hb_run_pt_1
- e u; hb_run_pt_1_to_walk // END_OF_ANIM + UP -> hb_run_pt_1_to_walk
- e a u; hb_run_pt_2 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_2
- e u l; hb_run_pt_1_to_walk_and_turn_left // UP + LEFT -> hb_run_pt_1_to_walk_and_turn_left
- e u r; hb_run_pt_1_to_walk_and_turn_right // UP + RIGHT -> hb_run_pt_1_to_walk_and_turn_right
- a u l; hb_run_pt_1_and_turn_left // BUTTONA + UP + LEFT -> hb_run_pt_1_and_turn_left
- a u r; hb_run_pt_1_and_turn_right // BUTTONA + UP + RIGHT -> hb_run_pt_1_and_turn_right
- end_of_entries
-
- hb_run_pt_2 // name of this anim_state
- hb_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- // Begin entries for anim state hb_run_pt_2
- e u; hb_run_pt_2_to_walk // END_OF_ANIM + UP -> hb_run_pt_2_to_walk
- e a u; hb_run_pt_1 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_1
- e u l; hb_run_pt_2_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_2_to_walk_and_turn_left
- e u r; hb_run_pt_2_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_2_to_walk_and_turn_right
- a u l; hb_run_pt_2_and_turn_left // BUTTONA + UP + LEFT -> hb_run_pt_2_and_turn_left
- a u r; hb_run_pt_2_and_turn_right // BUTTONA + UP + RIGHT -> hb_run_pt_2_and_turn_right
- end_of_entries
-
- hb_run_pt_1_to_idle // name of this anim_state
- hb_run_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #11
- end_of_entries
-
- hb_run_pt_2_to_idle // name of this anim_state
- hb_run_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #12
- end_of_entries
-
- hb_run_pt_1_to_walk // name of this anim_state
- hb_run_pt_1_to_walk // name for the win_anim for this state
- hb_walk_pt_1 // default link anim for this anim state
- // Begin entries for anim state hb_run_pt_1_to_walk
- e a u; hb_run_pt_1 // END_OF_ANIM+BUTTONA+UP -> hb_run_pt_1
- end_of_entries
-
- hb_run_pt_2_to_walk // name of this anim_state
- hb_run_pt_2_to_walk // name for the win_anim for this state
- hb_walk_pt_2 // default link anim for this anim state
- // Begin entries for anim state hb_run_pt_2_to_walk
- e a u; hb_run_pt_2 // END_OF_ANIM+BUTTONA+UP -> hb_run_pt_2
- end_of_entries
-
- hb_idle_to_walk_back // name of this anim_state
- hb_idle_to_walk_back // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- // Begin entries for anim state hb_idle_to_walk_back
- e d; hb_walk_back_pt_1 // END_OF_ANIM + DOWN -> hb_walk_back_pt_1.
- d l; hb_idle_to_walk_back_and_turn_left // DOWN + LEFT -> hb_idle_to_walk_back_and_turn_left
- d r; hb_idle_to_walk_back_and_turn_right // DOWN + RIGHT -> hb_idle_to_walk_back_and_turn_right
- e d l; hb_walk_back_pt_1_and_turn_left // END_OF_ANIM + DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- e d r; hb_walk_back_pt_1_and_turn_right // END_OF_ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- end_of_entries
-
- hb_walk_back_pt_1 // name of this anim_state
- hb_walk_back_pt_1 // name for the win_anim for this state
- hb_walk_back_pt_1_to_idle // default link anim for this anim state
- // Begin entries for anim state hb_walk_back_pt_1
- e d; hb_walk_back_pt_2 // END_OF_ANIM + DOWN -> hb_walk_back_pt_2.
- d l; hb_walk_back_pt_1_and_turn_left // DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- d r; hb_walk_back_pt_1_and_turn_right // DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- e d l; hb_walk_back_pt_2_and_turn_left // END_OF_ANIM + DOWN + LEFT -> hb_walk_back_pt_2_and_turn_left
- e d r; hb_walk_back_pt_2_and_turn_right // END_OF_ANIM + DOWN + RIGHT -> hb_walk_back_pt_2_and_turn_right
- e l; hb_walk_back_pt_1_to_idle_and_turn_left // END_OF_ANIM + LEFT -> hb_walk_back_pt_1_to_idle_and_turn_left
- e r; hb_walk_back_pt_1_to_idle_and_turn_right // END_OF_ANIM + RIGHT -> hb_walk_back_pt_1_to_idle_and_turn_right
- end_of_entries
-
- hb_walk_back_pt_2 // name of this anim_state
- hb_walk_back_pt_2 // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- // Begin entries for anim state hb_walk_back_pt_1
- e d; hb_walk_back_pt_1 // END_OF_ANIM + DOWN -> hb_walk_back_pt_1.
- d l; hb_walk_back_pt_2_and_turn_left // DOWN + LEFT -> hb_walk_back_pt_2_and_turn_left
- d r; hb_walk_back_pt_2_and_turn_right // DOWN + RIGHT -> hb_walk_back_pt_2_and_turn_right
- e d l; hb_walk_back_pt_1_and_turn_left // END_OF_ANIM + DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- e d r; hb_walk_back_pt_1_and_turn_right // END_OF_ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- e l; hb_walk_back_pt_2_to_idle_and_turn_left // END_OF_ANIM + LEFT -> hb_walk_back_pt_2_to_idle_and_turn_left
- e r; hb_walk_back_pt_2_to_idle_and_turn_right // END_OF_ANIM + RIGHT -> hb_walk_back_pt_2_to_idle_and_turn_right
- end_of_entries
-
- hb_walk_back_pt_1_to_idle // name of this anim_state
- hb_walk_back_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #18
- end_of_entries
-
- hb_walk_back_pt_2_to_idle // name of this anim_state
- hb_walk_back_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #19
- end_of_entries
-
- hb_turn_left_start // name of this anim_state
- hb_turn_left_start // name for the win_anim for this state
- hb_turn_left_end_30 // default link anim for this anim state
- // Begin entries for anim state #20
- e l; hb_turn_left_end_90 // END_OF_ANIM + LEFT -> hb_turn_left_end_90
- end_of_entries
-
- hb_turn_left_end_30 // name of this anim_state
- hb_turn_left_end_30 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #21
- end_of_entries
-
- //Anim state #22 - hb_turn_left_end_90
- hb_turn_left_end_90 // name of this anim_state
- hb_turn_left_end_90 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #22
- end_of_entries
-
- hb_turn_right_start // name of this anim_state
- hb_turn_right_start // name for the win_anim for this state
- hb_turn_right_end_30 // default link anim for this anim state
- // Begin entries for anim state #23
- e r; hb_turn_right_end_90 // END_OF_ANIM + RIGHT -> hb_turn_right_end_90
- end_of_entries
-
- hb_turn_right_end_30 // name of this anim_state
- hb_turn_right_end_30 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #24
- end_of_entries
-
- hb_turn_right_end_90 // name of this anim_state
- hb_turn_right_end_90 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for anim state #25
- end_of_entries
-
- hb_walk_pt_1_and_turn_left // name of this anim_state
- hb_walk_pt_1 // name for the win_anim for this state
- hb_walk_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_walk_pt_1_and_turn_left
- u; hb_walk_pt_1 // UP -> hb_walk_pt_1
- e u; hb_walk_pt_2 // END_OF_ANIM + UP -> hb_walk_pt_2.
- e d; hb_walk_pt_1_to_idle // END_OF_ANIM+DOWN -> hb_walk_pt_1_to_idle
- u r; hb_walk_pt_1_and_turn_right // UP + RIGHT -> hb_walk_pt_1_and_turn_right
- u l r; hb_walk_pt_1_and_turn_right // UP + LEFT + RIGHT -> hb_walk_pt_1_and_turn_right
- e u l; hb_walk_pt_2_and_turn_left // END_OF_ANIM+ UP LEFT -> hb_walk_pt_2_and_turn_left
- e u r; hb_walk_pt_2_and_turn_right // END_OF_ANIM+ UP RIGHT -> hb_walk_pt_2_and_turn_right
- end_of_entries
-
- hb_walk_pt_2_and_turn_left // name of this anim_state
- hb_walk_pt_2 // name for the win_anim for this state
- hb_walk_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #27
- u; hb_walk_pt_2 // UP -> hb_walk_pt_2
- e u; hb_walk_pt_1 // END_OF_ANIM + UP -> hb_walk_pt_1.
- e d; hb_walk_pt_2_to_idle // END_OF_ANIM + DOWN -> hb_walk_pt_2_to_idle
- u r; hb_walk_pt_2_and_turn_right // UP + RIGHT -> hb_walk_pt_2_and_turn_right
- u l r; hb_walk_pt_2_and_turn_right // UP + LEFT + RIGHT -> hb_walk_pt_2_and_turn_right
- e u l; hb_walk_pt_1_and_turn_left // END_OF_ANIM+ UP LEFT -> hb_walk_pt_1_and_turn_left
- e u r; hb_walk_pt_1_and_turn_right // END_OF_ANIM+ UP RIGHT -> hb_walk_pt_1_and_turn_right
- end_of_entries
-
- hb_walk_pt_1_and_turn_right // name of this anim_state
- hb_walk_pt_1 // name for the win_anim for this state
- hb_walk_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_pt_1_and_turn_right
- u; hb_walk_pt_1 // UP -> hb_walk_pt_1
- e u; hb_walk_pt_2 // END_OF_ANIM + UP -> hb_walk_pt_2.
- e d; hb_walk_pt_1_to_idle // END_OF_ANIM + DOWN -> hb_walk_pt_1_to_idle
- u l; hb_walk_pt_1_and_turn_left // UP + LEFT -> hb_walk_pt_1_and_turn_left
- u l r; hb_walk_pt_1_and_turn_left // UP + LEFT + RIGHT -> hb_walk_pt_1_and_turn_left
- e u r; hb_walk_pt_2_and_turn_right // END_OF_ANIM + UP + LEFT -> hb_walk_pt_2_and_turn_right
- e u l; hb_walk_pt_2_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_walk_pt_2_and_turn_left
- end_of_entries
-
- hb_walk_pt_2_and_turn_right // name of this anim_state
- hb_walk_pt_2 // name for the win_anim for this state
- hb_walk_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #29
- u; hb_walk_pt_2 // UP -> hb_walk_pt_2
- e u; hb_walk_pt_1 // END_OF_ANIM + UP -> hb_walk_pt_1.
- e d; hb_walk_pt_2_to_idle // END_OF_ANIM + DOWN -> hb_walk_pt_2_to_idle
- u l; hb_walk_pt_2_and_turn_left // UP + LEFT -> hb_walk_pt_2_and_turn_left
- u l r; hb_walk_pt_2_and_turn_left // UP + LEFT + RIGHT -> hb_walk_pt_2_and_turn_left
- e u r; hb_walk_pt_1_and_turn_right // END_OF_ANIM + UP + LEFT -> hb_walk_pt_1_and_turn_right
- e u l; hb_walk_pt_1_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_walk_pt_1_and_turn_left
- end_of_entries
-
- hb_idle_to_walk_and_turn_left // name of this anim_state
- hb_idle_to_walk // name for the win_anim for this state
- hb_walk_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_idle_to_walk_and_turn_left
- e u; hb_walk_pt_1 // END_OF_ANIM + UP -> hb_walk_pt_1
- e u l; hb_walk_pt_1_and_turn_left // END_OF_ANIM+ UP LEFT -> hb_walk_pt_1_and_turn_left
- e u r; hb_walk_pt_1_and_turn_right // END_OF_ANIM+UP RIGHT -> hb_walk_pt_1_and_turn_right
- e a u; hb_walk_pt_2_to_run // END_OF_ANIM+BUTTONA+UP -> hb_walk_pt_2_to_run
- u r; hb_idle_to_walk_and_turn_right // UP RIGHT -> hb_idle_to_walk_and_turn_right
- end_of_entries
-
- hb_idle_to_walk_and_turn_right // name of this anim_state
- hb_idle_to_walk // name for the win_anim for this state
- hb_walk_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_idle_to_walk_and_turn_right
- e u; hb_walk_pt_1 // END_OF_ANIM + UP -> hb_walk_pt_1
- e u l; hb_walk_pt_1_and_turn_left // END_OF_ANIM+ UP LEFT -> hb_walk_pt_1_and_turn_left
- e u r; hb_walk_pt_1_and_turn_right // END_OF_ANIM+UP RIGHT -> hb_walk_pt_1_and_turn_right
- e a u; hb_walk_pt_2_to_run // END_OF_ANIM+BUTTONA+UP -> hb_walk_pt_2_to_run
- u l; hb_walk_pt_1_and_turn_left // UP LEFT -> hb_idle_to_walk_and_turn_left
- end_of_entries
-
- hb_run_pt_1_and_turn_left // name of this anim_state
- hb_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_run_pt_1_and_turn_left
- e a u l; hb_run_pt_2_and_turn_left // END_OF_ANIM + BUTTONA + UP + LEFT -> hb_run_pt_2_and_turn_left
- e a u r; hb_run_pt_2_and_turn_right // END_OF_ANIM + BUTTONA + UP + RIGHT -> hb_run_pt_2_and_turn_right
- a u r; hb_run_pt_1_and_turn_right // BUTTONA + UP + RIGHT -> hb_run_pt_1_and_turn_right
- e a u; hb_run_pt_2 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_2
- a u; hb_run_pt_1 // BUTTONA + UP -> hb_run_pt_1
- e u; hb_run_pt_1_to_walk // END_OF_ANIM + UP -> hb_run_pt_1_to_walk
- e u l; hb_run_pt_1_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_1_to_walk_and_turn_left
- e u r; hb_run_pt_1_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_1_to_walk_and_turn_right
- end_of_entries
-
- hb_run_pt_2_and_turn_left // name of this anim_state
- hb_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_run_pt_2_and_turn_left
- e a u l; hb_run_pt_1_and_turn_left // END_OF_ANIM + BUTTONA + UP + LEFT -> hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right // END_OF_ANIM + BUTTONA + UP + RIGHT -> hb_run_pt_1_and_turn_right
- a u r; hb_run_pt_2_and_turn_right // BUTTONA + UP + RIGHT -> hb_run_pt_2_and_turn_right
- e a u; hb_run_pt_1 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_1
- a u; hb_run_pt_2 // BUTTONA + UP -> hb_run_pt_2
- e u; hb_run_pt_2_to_walk // END_OF_ANIM + UP -> hb_run_pt_2_to_walk
- e u l; hb_run_pt_2_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_2_to_walk_and_turn_left
- e u r; hb_run_pt_2_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_2_to_walk_and_turn_right
- end_of_entries
-
- hb_run_pt_1_and_turn_right // name of this anim_state
- hb_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_run_pt_1_and_turn_right
- e a u l; hb_run_pt_2_and_turn_left // END_OF_ANIM + BUTTONA + UP + LEFT -> hb_run_pt_2_and_turn_left
- e a u r; hb_run_pt_2_and_turn_right // END_OF_ANIM + BUTTONA + UP + RIGHT -> hb_run_pt_2_and_turn_right
- a u l; hb_run_pt_1_and_turn_left // BUTTONA + UP + LEFT -> hb_run_pt_1_and_turn_left
- e a u; hb_run_pt_2 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_2
- a u; hb_run_pt_1 // BUTTONA + UP -> hb_run_pt_1
- e u; hb_run_pt_1_to_walk // END_OF_ANIM + UP -> hb_run_pt_1_to_walk
- e u l; hb_run_pt_1_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_1_to_walk_and_turn_left
- e u r; hb_run_pt_1_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_1_to_walk_and_turn_right
- end_of_entries
-
- hb_run_pt_2_and_turn_right // name of this anim_state
- hb_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_run_pt_2_and_turn_right
- e a u l; hb_run_pt_1_and_turn_left // END_OF_ANIM + BUTTONA + UP + LEFT -> hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right // END_OF_ANIM + BUTTONA + UP + RIGHT -> hb_run_pt_1_and_turn_right
- a u l; hb_run_pt_2_and_turn_left // BUTTONA + UP + LEFT -> hb_run_pt_2_and_turn_left
- e a u; hb_run_pt_1 // END_OF_ANIM + BUTTONA + UP -> hb_run_pt_1
- a u; hb_run_pt_2 // BUTTONA + UP -> hb_run_pt_2
- e u; hb_run_pt_2_to_walk // END_OF_ANIM + UP -> hb_run_pt_2_to_walk
- e u l; hb_run_pt_2_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_2_to_walk_and_turn_left
- e u r; hb_run_pt_2_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_2_to_walk_and_turn_right
- end_of_entries
-
- hb_idle_to_run_and_turn_left // name of this anim_state
- hb_idle_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_idle_to_run_and_turn_left
- a u; hb_idle_to_run // BUTTONA + UP -> hb_idle_to_run
- a u r; hb_idle_to_run_and_turn_right // BUTTONA + UP + RIGHT -> hb_idle_to_run_and_turn_right
- e a u; hb_run_pt_1 // END_OF_ANIM + BUTTONA + UP-> hb_run_pt_1
- e a u l; hb_run_pt_1_and_turn_left // END_OF_ANIM + BUTTONA + UP + LEFT -> hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right // END_OF_ANIM + BUTTONA + UP + RIGHT -> hb_run_pt_1_and_turn_right
- e u l; hb_run_pt_2_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_2_to_walk_and_turn_left
- e u r; hb_run_pt_2_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_2_to_walk_and_turn_right
- end_of_entries
-
- hb_idle_to_run_and_turn_right // name of this anim_state
- hb_idle_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_idle_to_run_and_turn_right
- a u; hb_idle_to_run // BUTTONA + UP -> hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left // BUTTONA + UP + LEFT -> hb_idle_to_run_and_turn_left
- e a u; hb_run_pt_1 // END_OF_ANIM + BUTTONA + UP-> hb_run_pt_1
- e a u l; hb_run_pt_1_and_turn_left // END_OF_ANIM + BUTTONA + UP + LEFT -> hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right // END_OF_ANIM + BUTTONA + UP + RIGHT -> hb_run_pt_1_and_turn_right
- e u l; hb_run_pt_2_to_walk_and_turn_left // END_OF_ANIM + UP + LEFT -> hb_run_pt_2_to_walk_and_turn_left
- e u r; hb_run_pt_2_to_walk_and_turn_right // END_OF_ANIM + UP + RIGHT -> hb_run_pt_2_to_walk_and_turn_right
- end_of_entries
-
- hb_run_pt_1_to_walk_and_turn_left // name of this anim_state
- hb_run_pt_1_to_walk // name for the win_anim for this state
- hb_walk_pt_1 // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_run_pt_1_to_walk_and_turn_left
- end_of_entries
-
- hb_run_pt_2_to_walk_and_turn_left // name of this anim_state
- hb_run_pt_2_to_walk // name for the win_anim for this state
- hb_walk_pt_2 // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_run_pt_2_to_walk_and_turn_left
- end_of_entries
-
- hb_run_pt_1_to_walk_and_turn_right // name of this anim_state
- hb_run_pt_1_to_walk // name for the win_anim for this state
- hb_walk_pt_1 // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_run_pt_1_to_walk_and_turn_right
- end_of_entries
-
- hb_run_pt_2_to_walk_and_turn_right // name of this anim_state
- hb_run_pt_2_to_walk // name for the win_anim for this state
- hb_walk_pt_2 // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_run_pt_2_to_walk_and_turn_right
- end_of_entries
-
- hb_idle_to_walk_back_and_turn_left // name of this anim_state
- hb_idle_to_walk_back // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_idle_to_walk_back_and_turn_left
- d; hb_idle_to_walk_back // DOWN -> hb_idle_to_walk_back
- e d; hb_walk_back_pt_1 // END OF ANIM + DOWN -> hb_walk_back_pt_1
- e d l; hb_walk_back_pt_1_and_turn_left // DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- d r; hb_idle_to_walk_back_and_turn_right // DOWN + RIGHT -> hb_idle_to_walk_back_and_turn_right
- r; hb_idle_to_walk_back_and_turn_right // RIGHT -> hb_idle_to_walk_back_and_turn_right
- e d r; hb_walk_back_pt_1_and_turn_right // END OF ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- e l; hb_walk_back_pt_2_to_idle_and_turn_left // END OF ANIM + LEFT -> hb_walk_back_pt_2_to_idle_and_turn_left
- e r; hb_walk_back_pt_2_to_idle_and_turn_right // END OF ANIM + RIGHT -> hb_walk_back_pt_2_to_idle_and_turn_right
- end_of_entries
-
- hb_idle_to_walk_back_and_turn_right // name of this anim_state
- hb_idle_to_walk_back // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_idle_to_walk_back_and_turn_right
- d; hb_idle_to_walk_back // DOWN -> hb_idle_to_walk_back
- e d; hb_walk_back_pt_1 // END OF ANIM + DOWN -> hb_walk_back_pt_1
- e d l; hb_walk_back_pt_1_and_turn_left // DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- d l; hb_idle_to_walk_back_and_turn_left // DOWN + LEFT -> hb_idle_to_walk_back_and_turn_left
- r; hb_idle_to_walk_back_and_turn_right // RIGHT -> hb_idle_to_walk_back_and_turn_right
- e d r; hb_walk_back_pt_1_and_turn_right // END OF ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- e l; hb_walk_back_pt_2_to_idle_and_turn_left // END OF ANIM + LEFT -> hb_walk_back_pt_2_to_idle_and_turn_left
- e r; hb_walk_back_pt_2_to_idle_and_turn_right // END OF ANIM + RIGHT -> hb_walk_back_pt_2_to_idle_and_turn_right
- end_of_entries
-
- hb_walk_back_pt_1_and_turn_left // name of this anim_state
- hb_walk_back_pt_1 // name for the win_anim for this state
- hb_walk_back_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_walk_back_pt_1_and_turn_left
- e d l; hb_walk_back_pt_2_and_turn_left // END OF ANIM + DOWN + LEFT -> hb_walk_back_pt_2_and_turn_left
- d r; hb_walk_back_pt_1_and_turn_right // DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- e d r; hb_walk_back_pt_2_and_turn_right // END OF ANIM + DOWN + RIGHT -> hb_walk_back_pt_2_and_turn_right
- d; hb_walk_back_pt_1 // DOWN -> hb_walk_back_pt_1
- a d; hb_walk_back_pt_1 // BUTTON A + DOWN -> hb_walk_back_pt_1
- e d; hb_walk_back_pt_1 // END OF ANIM + DOWN -> hb_walk_back_pt_1
- e a d; hb_walk_back_pt_1 // END OF ANIM + BUTTON A + DOWN -> hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_pt_2_and_turn_left // name of this anim_state
- hb_walk_back_pt_2 // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_back_pt_2_and_turn_left
- e d l; hb_walk_back_pt_1_and_turn_left // END OF ANIM + DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- d r; hb_walk_back_pt_2_and_turn_right // DOWN + RIGHT -> hb_walk_back_pt_2_and_turn_right
- e d r; hb_walk_back_pt_1_and_turn_right // END OF ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- d; hb_walk_back_pt_1 // DOWN -> hb_walk_back_pt_2
- a d; hb_walk_back_pt_1 // BUTTON A + DOWN -> hb_walk_back_pt_2
- e d; hb_walk_back_pt_1 // END OF ANIM + BUTTON A + DOWN -> hb_walk_back_pt_1
- e a d; hb_walk_back_pt_1 // END OF ANIM + DOWN -> hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_pt_1_and_turn_right // name of this anim_state
- hb_walk_back_pt_1 // name for the win_anim for this state
- hb_walk_back_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_back_pt_1_and_turn_right
- e d r; hb_walk_back_pt_2_and_turn_right // END OF ANIM + DOWN + RIGHT -> hb_walk_back_pt_2_and_turn_right
- d l; hb_walk_back_pt_1_and_turn_left // DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- e d l; hb_walk_back_pt_2_and_turn_left // END OF ANIM + DOWN + LEFT -> hb_walk_back_pt_2_and_turn_left
- d; hb_walk_back_pt_1 // DOWN -> hb_walk_back_pt_1
- a d; hb_walk_back_pt_1 // BUTTON A + DOWN -> hb_walk_back_pt_1
- e d; hb_walk_back_pt_1 // END OF ANIM + DOWN -> hb_walk_back_pt_2
- e a d; hb_walk_back_pt_1 // END OF ANIM + BUTTON A + DOWN -> hb_walk_back_pt_2
- end_of_entries
-
- hb_walk_back_pt_2_and_turn_right // name of this anim_state
- hb_walk_back_pt_2 // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_back_pt_2_and_turn_right
- e d r; hb_walk_back_pt_1_and_turn_right // END OF ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- d l; hb_walk_back_pt_2_and_turn_left // DOWN + LEFT -> hb_walk_back_pt_2_and_turn_left
- e d l; hb_walk_back_pt_1_and_turn_left // END OF ANIM + DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- d; hb_walk_back_pt_1 // DOWN -> hb_walk_back_pt_2
- a d; hb_walk_back_pt_1 // BUTTON A + DOWN -> hb_walk_back_pt_2
- e d; hb_walk_back_pt_1 // END OF ANIM + DOWN -> hb_walk_back_pt_1
- e a d; hb_walk_back_pt_1 // END OF ANIM + BUTTON A + DOWN -> hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_pt_1_to_idle_and_turn_left // name of this anim_state
- hb_walk_back_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_back_pt_1_to_idle_and_turn_left
- end_of_entries
-
- hb_walk_back_pt_2_to_idle_and_turn_left // name of this anim_state
- hb_walk_back_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_walk_back_pt_2_to_idle_and_turn_left
- end_of_entries
-
- hb_walk_back_pt_1_to_idle_and_turn_right // name of this anim_state
- hb_walk_back_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_walk_back_pt_1_to_idle_and_turn_right
- end_of_entries
-
- hb_walk_back_pt_2_to_idle_and_turn_right // name of this anim_state
- hb_walk_back_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_walk_back_pt_2_to_idle_and_turn_right
- end_of_entries
-
- hb_walk_pt_1_to_idle_and_turn_left // name of this anim_state
- hb_walk_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_pt_1_to_idle_and_turn_left
- end_of_entries
-
- hb_walk_pt_2_to_idle_and_turn_left // name of this anim_state
- hb_walk_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_pt_2_to_idle_and_turn_left
- end_of_entries
-
- hb_walk_pt_1_to_idle_and_turn_right // name of this anim_state
- hb_walk_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state #hb_walk_pt_1_to_idle_and_turn_right
- end_of_entries
-
- hb_walk_pt_2_to_idle_and_turn_right // name of this anim_state
- hb_walk_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_pt_2_to_idle_and_turn_right
- end_of_entries
-
- hb_walk_pt_1_to_run_and_turn_left // name of this anim_state
- hb_walk_pt_1_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_pt_1_to_run_and_turn_left
- end_of_entries
-
- hb_walk_pt_2_to_run_and_turn_left // name of this anim_state
- hb_walk_pt_2_to_run // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_pt_2_to_run_and_turn_left
- end_of_entries
-
- hb_walk_pt_1_to_run_and_turn_right // name of this anim_state
- hb_walk_pt_1_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // Begin entries for anim state hb_walk_pt_1_to_run_and_turn_right
- end_of_entries
-
- hb_walk_pt_2_to_run_and_turn_right // name of this anim_state
- hb_walk_pt_2_to_run // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for anim state hb_walk_pt_2_to_run_and_turn_right
- end_of_entries
-
-