;---------------------------------------------------------------------------
; Stretch Chaos
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 210

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,1
volume = 200

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 10,5
guardflag = MA
pausetime = 3,11
sparkno = 0
sparkxy = 3,-18
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2.2,-3.2
getpower = 30,0
givepower = 0,30

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; elastic chaos
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 211

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,1
volume = 200

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = light
damage    = 15
guardflag = MA
pausetime = 3,11
sparkno = 0
sparkxy = 2,-19
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2.2,-3.2
getpower = 40,0
givepower = 0,40

[State 211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; flexible chaos
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 212

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,1
volume = 200

[State 212, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 20
guardflag = MA
sparkno = 0
sparkxy = -1,-10
pausetime = 3,11
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2.2,-3.2
getpower = 50,0
givepower = 0,50

[State 212, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; C double stab
[Statedef 213]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
anim = 213

[state 213]
type = playerpush
trigger1 = 1
value = 0

[state 213]
type = playsnd
trigger1 = animelem = 5
value = F75,4
volume = 255

[State 213, 4]
type = Projectile
trigger1 = AnimElem = 5
projanim = 6010
projhits = 1
projmisstime = 50 
projpriority = 1
projshadow = -1
projremove = 0
projremovetime = 56
offset = 27,5
velocity = 0,0
attr = S, SP
damage   = 25,0
animtype = light
guardflag = MA
hitflag = MAF
pausetime = 0,0
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
sparkno = 2
sparkxy = floor(p2dist X),-6
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8,-8
air.animtype = Back
air.velocity = -8,-8
air.juggle = 3
air.fall = 1
fall = 1
p2stateno = 6025
p2getp1state = ifelse(p2name = "Robotnik and G-mel by Cyanide", 0, 1)
getpower = 60,0
givepower = 0,60

[State 213, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;charge up
[statedef 400]
type = S
movetype = I
physics = S
anim = 400
ctrl = 0
velset = 0,0

[state 400]
type = playsnd
trigger1 = time > 0 && command = "hold_s"
value = F31,0
volume = 200
persistent = 25

[state 400]
type = playsnd
trigger1 = command != "hold_s"
value = F31,1
volume = 200
persistent = 0

[State 243, ]
type = Explod
trigger1 = animelem = 2
anim = F400
ID = 400 
pos = -3,-2
removetime = -1
bindtime = -1
removeongethit = 1
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 1

[state 400]
type = removeexplod
trigger1 = command != "hold_s"
ID = 400

[state 400]
type = poweradd
trigger1 = anim = 400
value = 1
persistent = 10

[state 400]
type = lifeadd
trigger1 = anim = 400
value = 1
persistent = 9

[state 400]
type = changeanim
trigger1 = command != "hold_s" && anim != 401
value = 401

[state 400]
type = changestate
trigger1 = anim = 401 && animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; chaos upper
[Statedef 214]
type    = S
movetype= A
physics = S
juggle  = 6
ctrl = 0
anim = 213

[State 410, 2]
type = PlaySnd
trigger1 = animelem = 5
value = F75,4
volume = 255

[state 214]
type = playerpush
trigger1 = 1
value = 0

[State 214, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 6020
projremovetime = 40
projremove = 0
projhits = 1
ProjID = 6020 
projpriority = 1
projshadow = -1
offset = 20,5
velocity = 0,0
attr = S, NA
damage    = 20
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 3,12
sparkxy = 0,-30
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 20
air.hittime = 30
ground.velocity = -0.2,-6.5
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 1
getpower = 50,0
givepower = 0,50

[State 1140, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 400, 4]
type = ChangeState
trigger1 = Projhit(6020) = 1, < 30
trigger1 = command = "holdup" && (command != "holdfwd" || command != "holdback")
value = 40
ctrl = 1

;---------------------------------------------------------------------------
; chaos rocket
[Statedef 606]
type    = A
movetype= A
physics = A
juggle  = 6
ctrl = 0
velset = vel X/3, -5
anim = 606

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,1
volume = 200

[State 606, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 30
animtype  = light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkxy = 0,-10
sparkno = 0
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4,3
air.velocity = -1.3,3
down.velocity = -1.3,3
down.hittime = 20
air.fall = 1
fall = 0
getpower = 30,0
givepower = 0,30

[State 606, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; chaos dolphin
[Statedef 607]
type    = S
movetype= A
physics = S
juggle  = 6
ctrl = 0
anim = 607

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,1
volume = 200

[state 607]
type = velset
trigger1 = time > 5
x = 4

[state 1101]
type = statetypeset
trigger1 = pos Y< -15
statetype    = A
movetype= A
physics = A

[state 607]
type = velset
trigger1 = time = 15
y = -4.7

[State 600, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage    = 30
animtype  = light
hitflag = MAF
guardflag = MA
pausetime = 10,12
sparkxy = 0,-10
sparkno = 0
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -5-3
air.velocity = -4,-3
down.velocity = -4,0
down.hittime = 20
fall = 1
getpower = 40,0
givepower = 0,40

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; chaos impact
[Statedef 608]
type    = A
movetype= A
physics = A
juggle  = 6
ctrl = 0
velset = 0,0
anim = 606

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,1
volume = 200

[state 602]
type = velset
trigger1 = 1
x = 0
y = 0

[State 600, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 30
animtype  = light
hitflag = MAF
guardflag = MA
pausetime = 3,3
sparkxy = 0,-5
sparkno = 0
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, 9
air.velocity = -2,9
down.velocity = -2,9
down.hittime = 20
fall = 1
air.fall = 1
down.bounce = 1
getpower = 30,0
givepower = 30,0

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Chaos shot
[Statedef 1130]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 1130

[state 1130]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1130]
type = varset
trigger1 = power >= 1000 && time = 0
v = 20
value = 1130

[state 1130]
type = varset
trigger1 = power < 1000 && time = 0
v = 20
value = 0

[State 410, 2]
type = PlaySnd
trigger1 = animelem = 6
value = F75,3
volume = 255

[state 1170]
type = helper
trigger1 = animelem = 6
helpertype = normal
name = "shot"
ID = 1131
pos = 20,-1
stateno = 1131
keyctrl = 0
ownpal = 1

[state 1130]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 1131]
type = S
movetype = A
Physics = N
anim = 6040
ctrl = 0
velset = 4, -8

[state 1131]
type = attackmulset
trigger1 = parent, var(20) = 1130
value = 2

[state 1010]
type = playsnd
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = parent, var(20) > 0
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200
persistent = 0

[state 1010]
type = Explod
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = parent, var(20) > 0
trigger1 = numexplod(410) = 0
anim = F410
ID = 410
pos = 0,-10
bindtime = -1
postype = p2
facing = -1
removetime = -2
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 0

[state 1131]
type = velset
trigger1 = time = 0
x = 4
y = -8

[state 1131]
type = velset
trigger1 = anim = 6041
x = 0.7
y = 0

[state 1131]
type = veladd
trigger1 = time > 0
trigger1 = pos Y!= 0
trigger1 = anim != 6041
x = 0
y = 0.6

[state 1131]
type = posset
trigger1 = pos Y>= 0
y = 0

[state 1131]
type = changeanim
trigger1 = pos Y>= 0 && anim != 6041
value = 6041

[State 606, 2]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage    = 40
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkxy = 0,-10
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -1.3,-4
down.velocity = -1.3,3
down.hittime = 20
air.fall = 1
fall = 1
getpower = ifelse(parent,var(20) > 0, 150,70),0
givepower = 0,ifelse(parent,var(20) > 0, 300,70)

[state 1131]
type = destroyself
trigger1 = anim = 6041 && animtime = 0

;---------------------------------------------------------------------------
; Air C shot
[Statedef 1140]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0, ifelse(vel Y >= 0, 0.3, -0.7)
anim = 1140

[state 1130]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1130]
type = varset
trigger1 = power >= 1000 && time = 0
v = 20
value = 1130

[state 1130]
type = varset
trigger1 = power < 1000 && time = 0
v = 20
value = 0

[state 1130]
type = attackmulset
trigger1 = time = 0 && power >= 1000
value = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,1
volume = 255

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F24,1
volume = 255

[state 1170]
type = helper
trigger1 = animelem = 6
helpertype = normal
name = "shot"
ID = 1131
pos = 20,-1
stateno = 1131
keyctrl = 0
ownpal = 1

[state 1020]
type = changestate
trigger1 = animtime = 0
trigger2 = Pos Y >= 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Chaos Crush
[statedef 1150]
type = S
movetype = A
physics = S
anim = 1150
velset = 0,0
ctrl = 0

[state 1130]
type = attackdist
trigger1 = time > 0
value = 200

[state 1130]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1130]
type = varset
trigger1 = power >= 1000 && time = 0
v = 20
value = 1150

[state 1130]
type = varset
trigger1 = power < 1000 && time = 0
v = 20
value = 0

[state 1170]
type = helper
trigger1 = time = 20
trigger2 = time = 45
trigger3 = time = 70
helpertype = normal
name = "shot"
ID = 1151
pos = ifelse(time = 20, 27, ifelse(time = 45, 57, 87)),5
stateno = 1151
keyctrl = 0
ownpal = 1

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,4
volume = 255

[state 1160]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 1151]
type = S
movetype = A
physics = S
anim = 6010
ctrl = 0
velset = 0,0

[state -2]
type = playsnd
trigger1 = hitcount = 1 && (movehit)
trigger1 = parent, var(20) > 0 
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200
persistent = 0

[state -2]
type = Explod
trigger1 = hitcount = 1 && (movehit)
trigger1 = parent, var(20) > 0
trigger1 = numexplod(410) = 0
anim = F410
ID = 410
pos = 0,-10
bindtime = -1
postype = p2
facing = -1
removetime = -2
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 0

[state 1151]
type = attackmulset
trigger1 = parent, var(20) = 1150
value = 2

[State 1160, 2]
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
damage    = 30
animtype  = up
sparkxy = 0,-15
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
guardsound = 6,0
attr = S, SP
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 0,10
ground.type = trip
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1,-8
air.animtype = Back
air.velocity = -1,-6
air.juggle = 3
air.fall = 1
fall = 1
persistent = 0
getpower = ifelse(parent,var(20) > 0, 75,35),0
givepower = 0,ifelse(parent,var(20) > 0, 100,23)

[state 1151]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Air c crush
[statedef 1160]
type = A
movetype = A
Physics = A
anim = 1160
ctrl = 0
velset = vel X / 2, ifelse(pos Y > -10, -8, ifelse(pos Y > -20, -7, ifelse(pos Y > -30, -6, -4)))

[state 1010]
type = playsnd
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(20) > 0
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200

[state 1010]
type = Explod
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(20) > 0
trigger1 = numexplod(410) = 0
anim = F410
ID = 410
pos = 0,-10
bindtime = -1
postype = p2
facing = -1
removetime = -2
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 0

[state 1130]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1130]
type = varset
trigger1 = power >= 1000 && time = 0
v = 20
value = 1130

[state 1130]
type = varset
trigger1 = power < 1000 && time = 0
v = 20
value = 0

[state 1130]
type = attackmulset
trigger1 = time = 0 && power >= 1000
value = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,4
volume = 255

[state 1160]
type = velset
trigger1 = time = [12,28]
x = Vel X
y = -0.2

[State 1160, 2]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage    = 40
animtype  = heavy
hitflag = MA
guardflag = MA
pausetime = 0,12
sparkxy = 0,40
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
guardsound = 6,0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1,2
air.velocity = -1,2
down.velocity = -1,2
down.hittime = 20
fall = 1
getpower = ifelse(var(20) > 0, 150,70),0
givepower = 0,ifelse(var(20) > 0, 300,70)

[state 1160]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;chaos splash
[statedef 1170]
type = S
movetype = I
physics = S
anim = 1170
velset = 0,0
ctrl = 0

[state 1130]
type = poweradd
trigger1 = time = 1 && prevstateno != 1180
value = ifelse(power >= 1000, -1000, -50)

[state 1130]
type = varset
trigger1 = power >= 1000 && time = 0 && prevstateno != 1180
v = 20
value = 1170

[state 1130]
type = varset
trigger1 = power < 1000 && time = 0 && prevstateno != 1180
v = 20
value = 0

[state 1170]
type = playerpush
trigger1 = 1
value = 0

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F75,0
volume = 255

[state 1170]
type = posset
trigger1 = time = 0
y = 0

[state 1170]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno = 1180
value = 1172

[state 1170]
type = changeanim
trigger1 = time = 8
trigger1 = prevstateno = 1180
value = 1170
elem = 5

[state 1170]
type = helper
trigger1 = time = 20
helpertype = normal
name = "Goo"
ID = 1175
pos = 0,0
stateno = 1175
keyctrl = 0
ownpal = 1

[state 1070]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;air C splash
[statedef 1180]
type = A
movetype = I
physics = N
anim = 1171
velset = 0,0
ctrl = 0

[state 1130]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)
value = 2

[state 1130]
type = varset
trigger1 = power >= 1000 && time = 0
v = 20
value = 1170

[state 1130]
type = varset
trigger1 = power < 1000 && time = 0
v = 20
value = 0

[state 1170]
type = playerpush
trigger1 = 1
value = 0

[state 1080]
type = velset
trigger1 = time > 0
y = 6

[state 1080]
type = changestate
trigger1 = Pos Y>= -1
value = 1170
ctrl = 0

;Goo blob
[statedef 1175]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 6030

[state 1175]
type = varset
trigger1 = time = 0 && parent,var(20) = 1170
v = 21
value = 1

[state 1175]
type = varset
trigger1 = time = 0 && parent,var(20) != 1170
v = 21
value = 0

[state 1115]
type = changestate
trigger1 = p2dist X< 20 && p2dist X> -20
trigger1 = p2dist Y< 5 && p2dist Y> -20
trigger2 = parent, time < 5 && (parent, stateno = 1170 || parent, stateno = 1180)
value = 1176
ctrl = 0

;goo blob attack
[statedef 1176]
type = S
movetype = A
physics = S
velset = 0,0
juggle = 6
ctrl = 0
anim = 6031

[state 1010]
type = playsnd
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(21) > 0
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200

[state 1010]
type = Explod
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(21) > 0
trigger1 = numexplod(410) = 0
anim = F410
ID = 410
pos = 0,-10
bindtime = -1
postype = p2
facing = -1
removetime = -2
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 0

[state 1176]
type = attackmulset
trigger1 = time = 0 && var(21) = 1
value = 2

[state 1176]
type = targetvelset
triggerall = moveguarded = 0
triggerall = movehit
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
x = 0
y = -2

[state 1176]
type = targetvelset
triggerall = moveguarded = 0
triggerall = movehit
trigger1 = animelem = 18
x = 0
y = -6

[State 1160, 2]
type = HitDef
triggerall = parent, numhelper(1175) = 1
trigger1 = animelem = 3
trigger2 = animelem = 6 
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
trigger6 = animelem = 18
trigger7 = animelem = 21
attr = S, NT
damage    = 8
animtype  = up
hitflag = MA
guardflag = MA
pausetime = 1,12
sparkxy = 0,-40
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
guard.hittime = 2
guard.velocity = -2
ground.type = low
ground.slidetime = 10
ground.hittime  = 16
air.hittime  = 10
ground.velocity = 0,-4
air.velocity = 0,-4
fall.recover = 1
getpower = ifelse(var(21) > 0, 30,14),0
givepower = 0,ifelse(var(21) > 0, 60,14)

[state 1176]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;Chaos dash
[statedef 20100]
type = S
movetype = I
physics = S
anim = 20100
ctrl = 0

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = F75, 0
volume = 255

[state 10100]
type = assertspecial
trigger1 = 1
flag = nowalk

[state 10100]
type = velset
trigger1 = 1
x = 2.3

[state 10100]
type = changestate
trigger1 = time > 40
value = 0
ctrl = 1

;chaos dash back
[statedef 20105]
type = S
movetype = I
physics = S
anim = 20105
ctrl = 0

[State 410, 2]
type = PlaySnd
trigger1 = Time = 1
value = F75, 0
volume = 255

[state 10100]
type = assertspecial
trigger1 = 1
flag = nowalk

[state 10100]
type = velset
trigger1 = 1
x = -2.3

[state 10100]
type = changestate
trigger1 = time > 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
