;-------------------------------------------------------------
;dejin hadouken
[StateDef 1090]
type = S
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1090
poweradd = 80

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem= 3
value = S2000,0
volume = 50
channel = 18

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem= 3
value = S1100,11
volume = 200
channel = 19
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = [1091,1095]
;trigger1 = animelem = 4
value = S1100,12
channel = -1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = [1091,1095]
value = S3,2
channel = -1
persistent = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = anim != 1090
channel = 19

[State 0, StopSnd]
type = StopSnd
trigger1 = anim != 1090
channel = 18

;[State 900]
;type = VarSet
;trigger1 = time = 0
;v = 5
;value = ifelse(Time = 50,2,ifelse(Time = 40,1,0))

[State 900]
type = VarSet
triggerall = anim = 1090
trigger1 = time = [1,39]
;trigger2 = var(58) >= 1
var(10)= 6

[State 900]
type = VarSet
trigger1 = anim = 1090
trigger1 = time = [40,44]
var(10)= 7

[State 900]
type = VarSet
trigger1 = anim = 1090
trigger1 = time = [45,55]
var(10)= 8

[State 900]
type = VarSet
trigger1 = anim = 1090
trigger1 = time >= 56
var(10)= 9

[State 900]
type = VarSet
trigger1 = time = 0
v = 11
value = ifelse(command = "HCF_z",2,ifelse(command = "HCF_y",1,0))

[State 0, VarSet]
type = VarSet
trigger1 = command = "holdp"
v = 29
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = command != "holdp"
v = 29
value = 0

[State 0, Explod]
type = Explod
;trigger1 = numexplod(3007) = 0
trigger1 = animelem = 3
anim = 3007
ID = 3007
pos = -11,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 999999999999999999999999999999999999999999999999
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 1

[State 4303, modifyexplod]
type=modifyexplod
triggerall = time <= 61
trigger1=1
ID=3007
scale=.008*time,.008*time

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 1090
id =3007

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 1090
id =30000

[State 1000, Dust]
type = Explod
trigger1 = anim = 1093
trigger1 = Time >= 25 ;,39]
trigger2 = anim = 1091
trigger2 = Time >= 25 ;,39]
trigger3 = anim = 1092
trigger3 = Time >= 25 ;,39]
anim = 10000
ID = 10000
pos = 10,2
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .5,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1000, 2]
type = ChangeAnim
triggerall = var(59)<1
triggerall = var(29) = 0
triggerall = anim = 1090; && animelem = 3
trigger1 = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = Time >= 25 ;,39]
value = 1093
persistent = 0

[State 1000, end]
type = ChangeAnim
triggerall = var(29) = 0
triggerall = var(59)<1
triggerall = anim = 1090
trigger1 = command = "holdfwd"
trigger1 = command = "holddown"
trigger1 = Time >= 25
value = 1091
persistent = 0

;[State 1000, end]
;type = ChangeAnim
;triggerall = var(29) = 0
;triggerall = var(59)<1
;triggerall = anim = 1090
;trigger1 = command = "holddown"
;trigger1 = Time >= 25
;value = 1094
;persistent = 0

[State 1000, 2]
type = ChangeAnim
triggerall = var(59)<1
triggerall = var(29) = 0
triggerall = anim = 1090; && animelem = 3
trigger1 = command = "holdup"
trigger1 = Time >= 25 ;,39]
value = 1095
persistent = 0

[State 1000, 2]
type = ChangeAnim
triggerall = var(59)<1
triggerall = anim = 1090
trigger1= var(29) = 0; && animelem = 3
trigger1 = Time >= 25
trigger2 = Time >= 90 ;,39]
value = 1092
persistent = 0

[State 1000, 2]
type = ChangeAnim
triggerall = var(59)>=1
triggerall = anim = 1090; && animelem = 3
trigger1 = Time >= 25 ;,39]
value = 1092
persistent = 0

[State 0, Helper]
type = Helper
trigger1 = anim = 1091 && animelemtime(1) = 1
helpertype = normal ;player
name = "dejin diagonal abajo"
ID = 1000
stateno = 10992
pos = 40,-48
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = anim = 1093 && animelemtime(1) = 1
helpertype = normal ;player
name = "dejin diagonal arriba"
ID = 1000
stateno = 10993
pos = 50,-102
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = anim = 1094 && animelemtime(1) = 1
helpertype = normal ;player
name = "dejin hadouken abajo"
ID = 1000
stateno = 10991
pos = 12,-15
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 0, Helper]
type = Helper
;trigger1 = Time = [30,39]
trigger1 = anim = 1095 && animelemtime(1) = 1
helpertype = normal ;player
name = "dejin hadouken arriba"
ID = 1000
stateno = 10990
pos = 25,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 0, Helper]
type = Helper
;trigger1 = var(5) = 0
;trigger1 = Time = [30,39]
trigger1 = anim = 1092 && animelemtime(1) = 1
helpertype = normal ;player
name = "dejin hadouken enfrente"
ID = 1000
stateno = 1099
pos = 75,-66
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove = 9999
persistent = 0

[State 1000, end]
type = ChangeState
trigger1 = anim != 1090 && animtime = 0
value = 0
ctrl = 1


