Added Subhuman0100's fix for TrapSwingingWall, preventing infinite loop in background
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scripts/trapswingingwall.pex
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scripts/trapswingingwall.pex
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source/scripts/trapswingingwall.psc
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source/scripts/trapswingingwall.psc
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scriptName TrapSwingingWall extends MovingTrap
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;
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;
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;This is the script for the blade trap
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;Activating the trap causes it to toggle on and off
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;If activated while in the process of stopping, it should be able to handle that.
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;================================================================
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import debug
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import utility
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;If Loop is true, it swings until activated again.
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;If Loop is false, it swings once when activated.
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bool restartLooping = false
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bool finishedPlaying = false
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bool hasPlayedAttackAnimOnce = FALSE
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float property initialDelay = 0.25 auto
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string property fireAnim = "90For" auto hidden
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{firing animation, should not need to change}
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string property fireEvent = "Done" auto hidden
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{firing animation event, should not need to change}
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string property resetAnim = "90Back" auto hidden
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{reset animation, should not need to change}
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string property resetEvent = "TransStop" auto hidden
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{reset animation event, should not need to change}
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string property startSwungAnim = "90End" auto hidden
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{anim event to start already swung}
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string property rearmAnim = "Rearm" Auto hidden
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string property rearmEvent = "TransStart" Auto hidden
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string property HalfAnim = "90Half" auto hidden
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string property HalfAnimEvent = "TransHalf" Auto hidden
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string property NinetyFireAnim = "90For" auto hidden
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string property NinetyResetAnim = "90Back" auto hidden
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string property NinetyStartSwungAnim = "90End" auto hidden
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string property NinetyHalfAnim = "90Half" auto hidden
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string property OneEightyFireAnim = "180For" auto hidden
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string property OneEightyResetAnim = "180Back" auto hidden
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string property OneEightyStartSwungAnim = "180End" auto hidden
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string property OneEightyHalfAnim = "180Half" auto hidden
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string property TwoSeventyFireAnim = "270For" auto hidden
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string property TwoSeventyResetAnim = "270Back" auto hidden
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string property TwoSeventyStartSwungAnim = "270End" auto hidden
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string property TwoSeventyHalfAnim = "270Half" auto hidden
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bool property startSwung = false auto
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{set to true to start swung}
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bool property animsSetUp = false auto hidden
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int property actorsInTrigger = 0 auto hidden
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int property rotation = 0 Auto
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{This property sets how far to rotate
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0 == 90 degrees
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1 == 180 degrees
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2 == 270 degrees
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Anything else will fail and trap will default to 90 degrees}
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;-----------------------------------
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;This block tracks entering objects to prevent the player
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;or other live actor from being trapped behind the wall
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Event onTriggerEnter(objectReference TriggerRef)
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; debug.Trace(self + " has been entered by " + TriggerRef)
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if TriggerRef as Actor ;&& !(TriggerRef as actor).isDead()
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actorsInTrigger += 1
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endif
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; debug.Trace(self + ":actorsInTrigger = " + actorsInTrigger)
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endEvent
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Event onTriggerLeave(objectReference TriggerRef)
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; debug.Trace(self + " has been entered by " + TriggerRef)
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;/ subhuman - you know what the problem with removing the IsDead() check is, Bethesda? A corpse can turn the
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trap on, but it never gets turned off because corpse cleanup isn't an OnTriggerLeave event! /;
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if TriggerRef as Actor ;&& !(TriggerRef as actor).isDead()
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; actorsInTrigger -= 1
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; subhuman - sanity check to prevent negative values
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if actorsInTrigger > 0
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actorsInTrigger -= 1
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endif
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endif
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; debug.Trace(self + ":actorsInTrigger = " + actorsInTrigger)
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endEvent
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;Load block used for handing state when going from cell to cell
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EVENT OnCellAttach()
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isLoaded = TRUE
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if !AnimsSetUp
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SetUpAnims()
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endif
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;/ subhuman - WTF? Dead code commented out. If AnimsSetUp was false, then SetUpAnims() was called TWO LINES
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ABOVE THIS! Before SetUpAnims() finishes and lets this function resume executing, it set AnimsSetUp to
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true.... /;
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;/ while !AnimsSetUp
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endWhile/;
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hitBase = (self as objectReference) as TrapHitBase
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if isFiring || startSwung
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if startSwung
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;isFiring == True
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loop = True
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goToState("On")
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endif
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fireTrap()
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endif
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endEVENT
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Function fireTrap()
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;Basic wind up and fire once checking
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;TRACE("fireTrap called")
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isFiring = True
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if !AnimsSetUp
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SetUpAnims()
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endif
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;/ subhuman - WTF? Dead code commented out. If AnimsSetUp was false, then SetUpAnims() was called TWO LINES
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ABOVE THIS! Before SetUpAnims() finishes and lets this function resume executing, it set AnimsSetUp to
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true.... /;
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;/ while !AnimsSetUp
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endWhile/;
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ResolveLeveledDamage()
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if !startSwung
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hitBase.goToState("CanHit")
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WindupSound.play( self as ObjectReference) ;play windup sound
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wait( initialDelay ) ;wait for windup
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endif
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hasPlayedAttackAnimOnce = FALSE
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;TRACE("Initial Delay complete")
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if (fireOnlyOnce == True) ;If this can be fired only once then disarm
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trapDisarmed = True
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endif
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;TRACE("Looping =")
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;TRACE(Loop)
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;Trap Guts
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finishedPlaying = False
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while !finishedPlaying && isLoaded
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;trace(self + "Firing trap: playanimation(" + fireAnim + ")")
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;trace(self + "Firing trap: waiting for event(" + fireEvent + ")")
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if !hasPlayedAttackAnimOnce
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if !startSwung
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PlayAnimationAndWait(fireAnim, fireEvent)
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; ;debug.Trace(self + "has finished anim once")
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; hasPlayedAttackAnimOnce = TRUE
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hitBase.goToState("CannotHit")
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else
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startSwung = False
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playAnimation(startSwungAnim)
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; hasPlayedAttackAnimOnce = TRUE
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endif
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hasPlayedAttackAnimOnce = TRUE
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Else
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wait(0.5)
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endif
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; subhuman - ok, this was just asinine. A function call for what should be setting a simple bool...
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finishedPlaying = !loop
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;/ finishedPlaying = True
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if loop ;Reset Limiter
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; ;debug.Trace(self + "is looping because loop = " + loop)
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resetLimiter()
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endif /;
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endWhile
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if isLoaded
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isFiring = false
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;debug.Trace(self + " is playing " + resetAnim + " & waiting for " + resetEvent)
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PlayAnimationAndWait(resetAnim, resetEvent)
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;debug.Trace(self + " has recieved anim event " + resetEvent)
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;/ subhuman - added isLoaded check to while loop so it will stop when the OnUnload() event
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sets isLoaded to false. Encountered at least one case where the PC left the dungeon, and
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this was still looping days later. /;
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while isLoaded && (actorsInTrigger > 0)
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;debug.Trace(self + ":actorsInTrigger = " + actorsInTrigger)
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utility.wait(1.0)
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EndWhile
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PlayAnimationAndWait(rearmAnim, rearmEvent)
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goToState("Reset")
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endif
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;trace(self + "Reset trap: playanimation(" + resetAnim + ")")
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;trace(self + "Reset trap: waiting for event(" + resetEvent + ")")
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endFunction
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Function ResetLimiter()
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finishedPlaying = False
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;TrapHitBase hitBase = (self as objectReference) as TrapHitBase
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;hitBase.goToState("CanHit")
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EndFunction
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Function SetUpAnims()
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if rotation == 0
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;set anims to 90 degree variants
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fireAnim = NinetyFireAnim
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resetAnim = NinetyResetAnim
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startSwungAnim = NinetyStartSwungAnim
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halfAnim = NinetyHalfAnim
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ElseIf rotation == 1
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;set anims to 180 degree variants
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fireAnim = OneEightyFireAnim
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resetAnim = OneEightyResetAnim
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startSwungAnim = OneEightyStartSwungAnim
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halfAnim = OneEightyHalfAnim
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ElseIf rotation == 2
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;set anims to 270 degree variants
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fireAnim = TwoSeventyFireAnim
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resetAnim = TwoSeventyResetAnim
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startSwungAnim = TwoSeventyStartSwungAnim
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halfAnim = TwoSeventyHalfAnim
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; Else
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; debug.Trace(self + " has been set to an incorrect rotation value of " + rotation)
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endif
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animsSetUp = True
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endFunction
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Event onReset()
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self.reset()
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goToState("Idle")
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endEvent
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