;------------------------------------------------------------------------------------------------
;Arm1
[StateDef 10400]
type = S
physics = N
movetype = A
anim = 10400
velset = 0,0
ctrl = 0

[State 10400]
type = Turn
trigger1 = Facing != Parent, Facing

[State 10400]
type = Helper
trigger1 = NumHelper(10401) = 0
name = "arm2"
stateno = 10401
keyctrl = 0
id = 10401

[State 10400]
type = Sprpriority
trigger1 = 1
value = -120

[State 10400]
type = BindToParent
trigger1 = 1
pos = 70,-60

[State 10400]
type = VarSet
trigger1 = Time = 0
var(0) = -90

[State 10400]
type = AngleSet
trigger1 = 1
value = Var(0)

[State 10400]
type = AngleDraw
trigger1 = 1

;Motion
[State 10400]
type = VarAdd
trigger1 = Time = [0,60]
var(0) = 2

[State 10400]
type = VarAdd
trigger1 = Time = [90,100]
var(0) = -4

;Motion End
[State 10400]
type = VarAdd
trigger1 = Time = [160,200]
var(0) = 1

[State 10400]
type = VarAdd
trigger1 = Time = [200,260]
var(0) = -2

[State 10400]
type = DestroySelf
trigger1 = Time = 260

;------------------------------------------------------------------------------------------------
;Arm2
[StateDef 10401]
type = S
physics = N
movetype = A
anim = 10401
velset = 0,0
ctrl = 0

[State 10401]
type = Turn
trigger1 = Facing != Parent, Facing

[State 10401]
type = Helper
trigger1 = NumHelper(10402) = 0
name = "hand"
stateno = 10402
keyctrl = 0
id = 10402

[State 10401]
type = Sprpriority
trigger1 = Time = 0
value = -121

[State 10401]
type = BindToParent
trigger1 = 1
pos = 100*cos((Parent,Var(0)+10)*Pi/180.0),-100*sin((Parent,Var(0)+10)*Pi/180.0)

[State 10401]
type = VarSet
trigger1 = Time = 0
var(0) = 0

;Motion
[State 10401]
type = VarAdd
trigger1 = Time = [30,60]
var(0) = 1

[State 10401]
type = ChangeAnim
trigger1 = Time = 90
value = 10403

[State 10401]
type = VarAdd
trigger1 = Time = 90
var(0) = -30

[State 10401]
type = Sprpriority
trigger1 = Time = 90
value = -90

[State 10401]
type = VarAdd
trigger1 = Time = [90,100]
var(0) = -4

;Motion End
[State 10401]
type = VarAdd
trigger1 = Time = [161,200]
var(0) = 1

[State 10401]
type = ChangeAnim
trigger1 = Time = 160
value = 10401

[State 10401]
type = VarAdd
trigger1 = Time = 160
var(0) = 50

[State 10401]
type = VarAdd
trigger1 = Time = [200,230]
var(0) = -1

[State 10401]
type = SprPriority
trigger1 = Time = 200
value = -121

[State 10401]
type = DestroySelf
trigger1 = Time = 260

[State 10401]
type = AngleSet
trigger1 = 1
value = Var(0)

[State 10401]
type = AngleDraw
trigger1 = 1

;------------------------------------------------------------------------------------------------
;Hand
[StateDef 10402]
type = S
physics = N
movetype = A
anim = 10402
velset = 0,0
ctrl = 0

[State 10402]
type = PlaySnd
trigger1 = Time = 60
value = 4000,0
channel = 2

[State 10402]
type = Turn
trigger1 = Facing != Parent, Facing

[State 10402]
type = Sprpriority
trigger1 = Time = 0
value = -120

[State 10402]
type = BindToParent
trigger1 = Parent, Anim = 10401
pos = 80*cos((Parent,Var(0)-40)*Pi/180.0),-80*sin((Parent,Var(0)-40)*Pi/180.0)

[State 10402]
type = BindToParent
trigger1 = Parent, Anim = 10403
pos = 80*cos((Parent,Var(0)+30)*Pi/180.0),-80*sin((Parent,Var(0)+30)*Pi/180.0)

[State 10402]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 10402]
type = AngleSet
trigger1 = 1
value = Var(0)

[State 10402]
type = AngleDraw
trigger1 = 1

;Motion
[State 10402]
type = Sprpriority
trigger1 = Time = [60,120]
value = 10

[State 10401]
type = ChangeAnim
trigger1 = Time = 90
value = 10404

[State 10401]
type = HitDef
trigger1 = Time = [90,100]
attr = S, HA
damage = 20,2
givepower = 20
hitflag = MAFDP
guardflag = H
sparkno = -1
guard.sparkno = -1
numhits = 0
aimtype = Heavy
hitsound = 5,4
pausetime = 0,0
ground.velocity = 0,0.1
ground.type = Trip
air.velocity = 0,12
fall = 1
fall.recover = 0

[State 10402]
type = Explod
trigger1 = Time = 100
removetime = -1
anim = 10405
pos = 0,-Pos Y-49
sprpriority = -98

[State 10402]
type = Explod
trigger1 = Time = 100
removetime = -1
anim = 10406
pos = 0,-Pos Y-49
sprpriority = -99

[State 10402]
type = Explod
trigger1 = Time = 100
anim = 10409
pos = 0,-Pos Y-20
sprpriority = -96

[State 10402]
type = Explod
trigger1 = Time = 100
anim = 10410
pos = 0,-Pos Y-20
sprpriority = 11

[State 10402]
type = EnvShake
trigger1 = Time = 100
time = 12
ampl = 18
freq = 60

[State 10402]
type = Explod
trigger1 = Time = 100
removetime = 60
anim = IfElse(Random>=500,10407,10408)
pos = -20,-Pos Y
velocity = Random/100.0-5.0,-Random/100.0
accel = 0,0.46
sprpriority = -2+Random/250

[State 10402]
type = Explod
trigger1 = Time = 100
removetime = 60
anim = IfElse(Random>=500,10407,10408)
pos = -20,-Pos Y
velocity = Random/100.0-5.0,-Random/100.0
accel = 0,0.46
sprpriority = -2+Random/250

[State 10402]
type = Explod
trigger1 = Time = 100
removetime = 60
anim = IfElse(Random>=500,10407,10408)
pos = -20,-Pos Y
velocity = Random/100.0-5.0,-Random/100.0
accel = 0,0.46
sprpriority = -2+Random/250

[State 10402]
type = Explod
trigger1 = Time = 100
removetime = 60
anim = IfElse(Random>=500,10407,10408)
pos = -20,-Pos Y
velocity = Random/100.0-5.0,-Random/100.0
accel = 0,0.46
sprpriority = -2+Random/250

[State 10402]
type = Explod
trigger1 = Time = 100
removetime = 120
anim = IfElse(Random>=500,10407,10408)
pos = -20,-Pos Y
velocity = Random/50.0-10.0,-Random/50.0
accel = 0,0.46
sprpriority = -5+Random/50

;Motion End
[State 10402]
type = ChangeAnim
trigger1 = Time = 160
value = 10402

[State 10402]
type = SprPriority
trigger1 = Time = 200
value = -120

[State 10402]
type = DestroySelf
trigger1 = Time = 260

;------------------------------------------------------------------------------------------------
;Arm1
[StateDef 10500]
type = S
physics = N
movetype = A
anim = 10400
velset = 0,0
ctrl = 0

[State 10500]
type = Turn
trigger1 = Facing != Parent, Facing

[State 10500]
type = Helper
trigger1 = NumHelper(10401) = 0
name = "arm2"
stateno = 10501
keyctrl = 0
id = 10401

[State 10500]
type = Sprpriority
trigger1 = 1
value = -120

[State 10500]
type = BindToParent
trigger1 = 1
pos = 70,-60

[State 10500]
type = VarSet
trigger1 = Time = 0
var(0) = -90

[State 10500]
type = AngleSet
trigger1 = 1
value = Var(0)

[State 10500]
type = AngleDraw
trigger1 = 1

;Motion
[State 10500]
type = VarAdd
trigger1 = Time = [0,60]
var(0) = 2

[State 10500]
type = VarAdd
trigger1 = Time = [90,100]
var(0) = -4

;Motion End
[State 10500]
type = VarAdd
trigger1 = Time = [160,200]
var(0) = 1

[State 10500]
type = VarAdd
trigger1 = Time = [200,260]
var(0) = -2

[State 10500]
type = DestroySelf
trigger1 = Time = 260

;------------------------------------------------------------------------------------------------
;Arm2
[StateDef 10501]
type = S
physics = N
movetype = A
anim = 10401
velset = 0,0
ctrl = 0

[State 10501]
type = Turn
trigger1 = Facing != Parent, Facing

[State 10501]
type = Helper
trigger1 = NumHelper(10402) = 0
name = "hand"
stateno = 10502
keyctrl = 0
id = 10402

[State 10501]
type = Sprpriority
trigger1 = Time = 0
value = -121

[State 10501]
type = BindToParent
trigger1 = 1
pos = 100*cos((Parent,Var(0)+10)*Pi/180.0),-100*sin((Parent,Var(0)+10)*Pi/180.0)

[State 10501]
type = VarSet
trigger1 = Time = 0
var(0) = 0

;Motion
[State 10501]
type = VarAdd
trigger1 = Time = [30,60]
var(0) = 1

[State 10501]
type = VarAdd
trigger1 = Time = [90,100]
var(0) = -12

[State 10501]
type = ChangeAnim
trigger1 = Time = 95
value = 10500

[State 10501]
type = VarAdd
trigger1 = Time = 95
var(0) = 120

[State 10501]
type = Sprpriority
trigger1 = Time = 90
value = -90

[State 10501]
type = VarAdd
trigger1 = Time = [90,100]
var(0) = -4

;Motion End
[State 10501]
type = Sprpriority
trigger1 = Time = 200
value = -109

[State 10501]
type = DestroySelf
trigger1 = Time = 260

[State 10501]
type = AngleSet
trigger1 = 1
value = Var(0)

[State 10501]
type = AngleDraw
trigger1 = 1

;------------------------------------------------------------------------------------------------
;Hand
[StateDef 10502]
type = S
physics = N
movetype = A
anim = 10402
velset = 0,0
ctrl = 0

[State 10402]
type = PlaySnd
trigger1 = Time = 90
value = 4100,0
channel = 2

[State 10502]
type = Turn
trigger1 = Facing != Parent, Facing

[State 10502]
type = Sprpriority
trigger1 = Time = 0
value = -120

[State 10502]
type = BindToParent
trigger1 = Parent, Anim = 10401
pos = 80*cos((Parent,Var(0)-40)*Pi/180.0),-80*sin((Parent,Var(0)-40)*Pi/180.0)

[State 10502]
type = BindToParent
trigger1 = Parent, Anim = 10403
pos = 80*cos((Parent,Var(0)+30)*Pi/180.0),-80*sin((Parent,Var(0)+30)*Pi/180.0)

[State 10502]
type = BindToParent
trigger1 = Parent, Anim = 10500
pos = 80*cos((Parent,Var(0)-120)*Pi/180.0),-80*sin((Parent,Var(0)-120)*Pi/180.0)

[State 10502]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 10502]
type = AngleSet
trigger1 = 1
value = Var(0)

[State 10502]
type = AngleDraw
trigger1 = 1

;Motion
[State 10502]
type = Sprpriority
trigger1 = Time = 90
value = 10

[State 10501]
type = ChangeAnim
trigger1 = Time = 95
value = 10501

[State 10501]
type = HitDef
trigger1 = Time = [95,100]
attr = S, HA
damage = 40,2
givepower = 20
hitflag = MAFDP
guardflag = H
sparkno = -1
guard.sparkno = -1
numhits = 0
aimtype = Heavy
hitsound = 5,4
pausetime = 0,0
ground.velocity = 10,-0.1
ground.type = Trip
air.velocity = 10,0
fall = 1
fall.recover = 0

[State 10502]
type = Explod
trigger1 = Time = [90,100]
trigger1 = Random <= 333
anim = 10502
pos = 0,-Pos Y+Random/100+20
velocity = -11,0.2
sprpriority = IfElse(Random>=500,-90,20)

[State 10502]
type = Explod
trigger1 = Time = [90,100]
trigger1 = Random <= 200
removetime = 60
anim = 10407+(Random>500)
pos = -150,-Pos Y+Random/100
velocity = -5+Random/200.0,-Random/80.0
accel = 0,0.46
sprpriority = IfElse(Random>=500,-90,20)

;Motion End
[State 10502]
type = Sprpriority
trigger1 = Time = 200
value = -108

[State 10502]
type = DestroySelf
trigger1 = Time = 260
