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import { AxiosError } from "axios"; import { GoogleAIModelFamily, getGoogleAIModelFamily } from "../../models"; import { getAxiosInstance } from "../../network"; import { KeyCheckerBase } from "../key-checker-base"; import type { GoogleAIKey, GoogleAIKeyProvider } from "./provider"; const axios = getAxiosInstance(); const MIN_CHECK_INTERVAL = 3 * 1000; // 3 seconds const KEY_CHECK_PERIOD = 6 * 60 * 60 * 1000; // 3 hours const LIST_MODELS_URL = "https://generativelanguage.googleapis.com/v1beta/models"; const GENERATE_CONTENT_URL = "https://generativelanguage.googleapis.com/v1beta/models/gemini-1.5-pro-latest:generateContent?key=%KEY%"; type ListModelsResponse = { models: { name: string; baseModelId: string; version: string; displayName: string; description: string; inputTokenLimit: number; outputTokenLimit: number; supportedGenerationMethods: string[]; temperature: number; maxTemperature: number; topP: number; topK: number; }[]; nextPageToken: string; }; type UpdateFn = typeof GoogleAIKeyProvider.prototype.update; export class GoogleAIKeyChecker extends KeyCheckerBase<GoogleAIKey> { constructor(keys: GoogleAIKey[], updateKey: UpdateFn) { super(keys, { service: "google-ai", keyCheckPeriod: KEY_CHECK_PERIOD, minCheckInterval: MIN_CHECK_INTERVAL, recurringChecksEnabled: true, updateKey, }); } protected async testKeyOrFail(key: GoogleAIKey) { const provisionedModels = await this.getProvisionedModels(key); await this.testGenerateContent(key); const updates = { modelFamilies: provisionedModels }; this.updateKey(key.hash, updates); this.log.info( { key: key.hash, models: key.modelFamilies, ids: key.modelIds.length }, "Checked key." ); } private async getProvisionedModels( key: GoogleAIKey ): Promise<GoogleAIModelFamily[]> { const { data } = await axios.get<ListModelsResponse>( `${LIST_MODELS_URL}?pageSize=1000&key=${key.key}` ); const models = data.models; const ids = new Set<string>(); const families = new Set<GoogleAIModelFamily>(); models.forEach(({ name }) => { families.add(getGoogleAIModelFamily(name)); ids.add(name); }); const familiesArray = Array.from(families); this.updateKey(key.hash, { modelFamilies: familiesArray, modelIds: Array.from(ids), }); return familiesArray; } private async testGenerateContent(key: GoogleAIKey) { const payload = { contents: [{ parts: { text: "hello" }, role: "user" }], tools: [], safetySettings: [], generationConfig: { maxOutputTokens: 1 }, }; await axios.post( GENERATE_CONTENT_URL.replace("%KEY%", key.key), payload, { validateStatus: (status) => status === 200 } ); } protected handleAxiosError(key: GoogleAIKey, error: AxiosError): void { if (error.response && GoogleAIKeyChecker.errorIsGoogleAIError(error)) { const httpStatus = error.response.status; const { code, message, status, details } = error.response.data.error; switch (httpStatus) { case 400: { const keyDeadMsgs = [ /please enable billing/i, /API key not valid/i, /API key expired/i, /pass a valid API/i, ]; const text = JSON.stringify(error.response.data.error); if (text.match(keyDeadMsgs.join("|"))) { this.log.warn( { key: key.hash, error: text }, "Key check returned a non-transient 400 error. Disabling key." ); this.updateKey(key.hash, { isDisabled: true, isRevoked: true }); return; } break; } case 401: case 403: this.log.warn( { key: key.hash, status, code, message, details }, "Key check returned Forbidden/Unauthorized error. Disabling key." ); this.updateKey(key.hash, { isDisabled: true, isRevoked: true }); return; case 429: { const text = JSON.stringify(error.response.data.error); const keyDeadMsgs = [ /GenerateContentRequestsPerMinutePerProjectPerRegion/i, /"quota_limit_value":"0"/i, ]; if (text.match(keyDeadMsgs.join("|"))) { this.log.warn( { key: key.hash, error: text }, "Key check returned a non-transient 429 error. Disabling key." ); this.updateKey(key.hash, { isDisabled: true, isRevoked: true }); return; } this.log.warn( { key: key.hash, status, code, message, details }, "Key is rate limited. Rechecking key in 1 minute." ); const next = Date.now() - (KEY_CHECK_PERIOD - 60 * 1000); this.updateKey(key.hash, { lastChecked: next }); return; } } this.log.error( { key: key.hash, status, code, message, details }, "Encountered unexpected error status while checking key. This may indicate a change in the API; please report this." ); return this.updateKey(key.hash, { lastChecked: Date.now() }); } this.log.error( { key: key.hash, error: error.message }, "Network error while checking key; trying this key again in a minute." ); const oneMinute = 10 * 1000; const next = Date.now() - (KEY_CHECK_PERIOD - oneMinute); return this.updateKey(key.hash, { lastChecked: next }); } static errorIsGoogleAIError( error: AxiosError ): error is AxiosError<GoogleAIError> { const data = error.response?.data as any; return data?.error?.code || data?.error?.status; } } type GoogleAIError = { error: { code: string; message: string; status: string; details: any[]; }; };
a1enjoyer/aboba
src/shared/key-management/google-ai/checker.ts
TypeScript
unknown
5,889
import crypto from "crypto"; import { config } from "../../../config"; import { logger } from "../../../logger"; import { PaymentRequiredError } from "../../errors"; import { getGoogleAIModelFamily, type GoogleAIModelFamily } from "../../models"; import { createGenericGetLockoutPeriod, Key, KeyProvider } from ".."; import { prioritizeKeys } from "../prioritize-keys"; import { GoogleAIKeyChecker } from "./checker"; // Note that Google AI is not the same as Vertex AI, both are provided by // Google but Vertex is the GCP product for enterprise, while Google API is a // development/hobbyist product. They use completely different APIs and keys. // https://ai.google.dev/docs/migrate_to_cloud export type GoogleAIKeyUpdate = Omit< Partial<GoogleAIKey>, | "key" | "hash" | "lastUsed" | "promptCount" | "rateLimitedAt" | "rateLimitedUntil" >; type GoogleAIKeyUsage = { [K in GoogleAIModelFamily as `${K}Tokens`]: number; }; export interface GoogleAIKey extends Key, GoogleAIKeyUsage { readonly service: "google-ai"; readonly modelFamilies: GoogleAIModelFamily[]; /** All detected model IDs on this key. */ modelIds: string[]; } /** * Upon being rate limited, a key will be locked out for this many milliseconds * while we wait for other concurrent requests to finish. */ const RATE_LIMIT_LOCKOUT = 2000; /** * Upon assigning a key, we will wait this many milliseconds before allowing it * to be used again. This is to prevent the queue from flooding a key with too * many requests while we wait to learn whether previous ones succeeded. */ const KEY_REUSE_DELAY = 500; export class GoogleAIKeyProvider implements KeyProvider<GoogleAIKey> { readonly service = "google-ai"; private keys: GoogleAIKey[] = []; private checker?: GoogleAIKeyChecker; private log = logger.child({ module: "key-provider", service: this.service }); constructor() { const keyConfig = config.googleAIKey?.trim(); if (!keyConfig) { this.log.warn( "GOOGLE_AI_KEY is not set. Google AI API will not be available." ); return; } let bareKeys: string[]; bareKeys = [...new Set(keyConfig.split(",").map((k) => k.trim()))]; for (const key of bareKeys) { const newKey: GoogleAIKey = { key, service: this.service, modelFamilies: ["gemini-pro"], isDisabled: false, isRevoked: false, promptCount: 0, lastUsed: 0, rateLimitedAt: 0, rateLimitedUntil: 0, hash: `plm-${crypto .createHash("sha256") .update(key) .digest("hex") .slice(0, 8)}`, lastChecked: 0, "gemini-flashTokens": 0, "gemini-proTokens": 0, "gemini-ultraTokens": 0, modelIds: [], }; this.keys.push(newKey); } this.log.info({ keyCount: this.keys.length }, "Loaded Google AI keys."); } public init() { if (config.checkKeys) { this.checker = new GoogleAIKeyChecker(this.keys, this.update.bind(this)); this.checker.start(); } } public list() { return this.keys.map((k) => Object.freeze({ ...k, key: undefined })); } public get(model: string) { const neededFamily = getGoogleAIModelFamily(model); const availableKeys = this.keys.filter( (k) => !k.isDisabled && k.modelFamilies.includes(neededFamily) ); if (availableKeys.length === 0) { throw new PaymentRequiredError("No Google AI keys available"); } const keysByPriority = prioritizeKeys(availableKeys); const selectedKey = keysByPriority[0]; selectedKey.lastUsed = Date.now(); this.throttle(selectedKey.hash); return { ...selectedKey }; } public disable(key: GoogleAIKey) { const keyFromPool = this.keys.find((k) => k.hash === key.hash); if (!keyFromPool || keyFromPool.isDisabled) return; keyFromPool.isDisabled = true; this.log.warn({ key: key.hash }, "Key disabled"); } public update(hash: string, update: Partial<GoogleAIKey>) { const keyFromPool = this.keys.find((k) => k.hash === hash)!; Object.assign(keyFromPool, { lastChecked: Date.now(), ...update }); } public available() { return this.keys.filter((k) => !k.isDisabled).length; } public incrementUsage(hash: string, model: string, tokens: number) { const key = this.keys.find((k) => k.hash === hash); if (!key) return; key.promptCount++; key[`${getGoogleAIModelFamily(model)}Tokens`] += tokens; } getLockoutPeriod = createGenericGetLockoutPeriod(() => this.keys); /** * This is called when we receive a 429, which means there are already five * concurrent requests running on this key. We don't have any information on * when these requests will resolve, so all we can do is wait a bit and try * again. We will lock the key for 2 seconds after getting a 429 before * retrying in order to give the other requests a chance to finish. */ public markRateLimited(keyHash: string) { this.log.debug({ key: keyHash }, "Key rate limited"); const key = this.keys.find((k) => k.hash === keyHash)!; const now = Date.now(); key.rateLimitedAt = now; key.rateLimitedUntil = now + RATE_LIMIT_LOCKOUT; } public recheck() {} /** * Applies a short artificial delay to the key upon dequeueing, in order to * prevent it from being immediately assigned to another request before the * current one can be dispatched. **/ private throttle(hash: string) { const now = Date.now(); const key = this.keys.find((k) => k.hash === hash)!; const currentRateLimit = key.rateLimitedUntil; const nextRateLimit = now + KEY_REUSE_DELAY; key.rateLimitedAt = now; key.rateLimitedUntil = Math.max(currentRateLimit, nextRateLimit); } }
a1enjoyer/aboba
src/shared/key-management/google-ai/provider.ts
TypeScript
unknown
5,765
import type { LLMService, ModelFamily } from "../models"; import { KeyPool } from "./key-pool"; /** The request and response format used by a model's API. */ export type APIFormat = | "openai" | "openai-text" | "openai-image" | "anthropic-chat" // Anthropic's newer messages array format | "anthropic-text" // Legacy flat string prompt format | "google-ai" | "mistral-ai" | "mistral-text" export interface Key { /** The API key itself. Never log this, use `hash` instead. */ readonly key: string; /** The service that this key is for. */ service: LLMService; /** The model families that this key has access to. */ modelFamilies: ModelFamily[]; /** Whether this key is currently disabled, meaning its quota has been exceeded or it has been revoked. */ isDisabled: boolean; /** Whether this key specifically has been revoked. */ isRevoked: boolean; /** The number of prompts that have been sent with this key. */ promptCount: number; /** The time at which this key was last used. */ lastUsed: number; /** The time at which this key was last checked. */ lastChecked: number; /** Hash of the key, for logging and to find the key in the pool. */ hash: string; /** The time at which this key was last rate limited. */ rateLimitedAt: number; /** The time until which this key is rate limited. */ rateLimitedUntil: number; } /* KeyPool and KeyProvider's similarities are a relic of the old design where there was only a single KeyPool for OpenAI keys. Now that there are multiple supported services, the service-specific functionality has been moved to KeyProvider and KeyPool is just a wrapper around multiple KeyProviders, delegating to the appropriate one based on the model requested. Existing code will continue to call methods on KeyPool, which routes them to the appropriate KeyProvider or returns data aggregated across all KeyProviders for service-agnostic functionality. */ export interface KeyProvider<T extends Key = Key> { readonly service: LLMService; init(): void; get(model: string): T; list(): Omit<T, "key">[]; disable(key: T): void; update(hash: string, update: Partial<T>): void; available(): number; incrementUsage(hash: string, model: string, tokens: number): void; getLockoutPeriod(model: ModelFamily): number; markRateLimited(hash: string): void; recheck(): void; } export function createGenericGetLockoutPeriod<T extends Key>( getKeys: () => T[] ) { return function (this: unknown, family?: ModelFamily): number { const keys = getKeys(); const activeKeys = keys.filter( (k) => !k.isDisabled && (!family || k.modelFamilies.includes(family)) ); if (activeKeys.length === 0) return 0; const now = Date.now(); const rateLimitedKeys = activeKeys.filter((k) => now < k.rateLimitedUntil); const anyNotRateLimited = rateLimitedKeys.length < activeKeys.length; if (anyNotRateLimited) return 0; return Math.min(...activeKeys.map((k) => k.rateLimitedUntil - now)); }; } export const keyPool = new KeyPool(); export { AnthropicKey } from "./anthropic/provider"; export { AwsBedrockKey } from "./aws/provider"; export { GcpKey } from "./gcp/provider"; export { AzureOpenAIKey } from "./azure/provider"; export { GoogleAIKey } from "././google-ai/provider"; export { MistralAIKey } from "./mistral-ai/provider"; export { OpenAIKey } from "./openai/provider";
a1enjoyer/aboba
src/shared/key-management/index.ts
TypeScript
unknown
3,403
import pino from "pino"; import { logger } from "../../logger"; import { Key } from "./index"; import { AxiosError } from "axios"; type KeyCheckerOptions<TKey extends Key = Key> = { service: string; keyCheckPeriod: number; minCheckInterval: number; keyCheckBatchSize?: number; recurringChecksEnabled?: boolean; updateKey: (hash: string, props: Partial<TKey>) => void; }; export abstract class KeyCheckerBase<TKey extends Key> { protected readonly service: string; protected readonly recurringChecksEnabled: boolean; /** Minimum time in between any two key checks. */ protected readonly minCheckInterval: number; /** * Minimum time in between checks for a given key. Because we can no longer * read quota usage, there is little reason to check a single key more often * than this. */ protected readonly keyCheckPeriod: number; /** Maximum number of keys to check simultaneously. */ protected readonly keyCheckBatchSize: number; protected readonly updateKey: (hash: string, props: Partial<TKey>) => void; protected readonly keys: TKey[] = []; protected log: pino.Logger; protected timeout?: NodeJS.Timeout; protected lastCheck = 0; protected constructor(keys: TKey[], opts: KeyCheckerOptions<TKey>) { this.keys = keys; this.keyCheckPeriod = opts.keyCheckPeriod; this.minCheckInterval = opts.minCheckInterval; this.recurringChecksEnabled = opts.recurringChecksEnabled ?? true; this.keyCheckBatchSize = opts.keyCheckBatchSize ?? 12; this.updateKey = opts.updateKey; this.service = opts.service; this.log = logger.child({ module: "key-checker", service: opts.service }); } public start() { this.log.info("Starting key checker..."); this.timeout = setTimeout(() => this.scheduleNextCheck(), 0); } public stop() { if (this.timeout) { this.log.debug("Stopping key checker..."); clearTimeout(this.timeout); } } /** * Schedules the next check. If there are still keys yet to be checked, it * will schedule a check immediately for the next unchecked key. Otherwise, * it will schedule a check for the least recently checked key, respecting * the minimum check interval. */ public scheduleNextCheck() { // Gives each concurrent check a correlation ID to make logs less confusing. const callId = Math.random().toString(36).slice(2, 8); const timeoutId = this.timeout?.[Symbol.toPrimitive]?.(); const checkLog = this.log.child({ callId, timeoutId }); const enabledKeys = this.keys.filter((key) => !key.isDisabled); const uncheckedKeys = enabledKeys.filter((key) => !key.lastChecked); const numEnabled = enabledKeys.length; const numUnchecked = uncheckedKeys.length; clearTimeout(this.timeout); this.timeout = undefined; if (!numEnabled) { checkLog.warn("All keys are disabled. Stopping."); return; } checkLog.debug({ numEnabled, numUnchecked }, "Scheduling next check..."); if (numUnchecked > 0) { const keycheckBatch = uncheckedKeys.slice(0, this.keyCheckBatchSize); this.timeout = setTimeout(async () => { try { await Promise.all(keycheckBatch.map((key) => this.checkKey(key))); } catch (error) { checkLog.error({ error }, "Error checking one or more keys."); } checkLog.info("Batch complete."); this.scheduleNextCheck(); }, 250); checkLog.info( { batch: keycheckBatch.map((k) => k.hash), remaining: uncheckedKeys.length - keycheckBatch.length, newTimeoutId: this.timeout?.[Symbol.toPrimitive]?.(), }, "Scheduled batch of initial checks." ); return; } if (!this.recurringChecksEnabled) { checkLog.info( "Initial checks complete and recurring checks are disabled for this service. Stopping." ); return; } // Schedule the next check for the oldest key. const oldestKey = enabledKeys.reduce((oldest, key) => key.lastChecked < oldest.lastChecked ? key : oldest ); // Don't check any individual key too often. // Don't check anything at all more frequently than some minimum interval // even if keys still need to be checked. const nextCheck = Math.max( oldestKey.lastChecked + this.keyCheckPeriod, this.lastCheck + this.minCheckInterval ); const baseDelay = nextCheck - Date.now(); const jitter = (Math.random() - 0.5) * baseDelay * 0.5; const jitteredDelay = Math.max(1000, baseDelay + jitter); this.timeout = setTimeout( () => this.checkKey(oldestKey).then(() => this.scheduleNextCheck()), jitteredDelay ); checkLog.debug( { key: oldestKey.hash, nextCheck: new Date(nextCheck), jitteredDelay }, "Scheduled next recurring check." ); } public async checkKey(key: TKey): Promise<void> { if (key.isDisabled) { this.log.warn({ key: key.hash }, "Skipping check for disabled key."); this.scheduleNextCheck(); return; } this.log.debug({ key: key.hash }, "Checking key..."); try { await this.testKeyOrFail(key); } catch (error) { this.updateKey(key.hash, {}); this.handleAxiosError(key, error as AxiosError); } this.lastCheck = Date.now(); } protected abstract testKeyOrFail(key: TKey): Promise<void>; protected abstract handleAxiosError(key: TKey, error: AxiosError): void; }
a1enjoyer/aboba
src/shared/key-management/key-checker-base.ts
TypeScript
unknown
5,450
import crypto from "crypto"; import type * as http from "http"; import os from "os"; import schedule from "node-schedule"; import { config } from "../../config"; import { logger } from "../../logger"; import { LLMService, MODEL_FAMILY_SERVICE, ModelFamily } from "../models"; import { Key, KeyProvider } from "./index"; import { AnthropicKeyProvider, AnthropicKeyUpdate } from "./anthropic/provider"; import { OpenAIKeyProvider, OpenAIKeyUpdate } from "./openai/provider"; import { GoogleAIKeyProvider } from "./google-ai/provider"; import { AwsBedrockKeyProvider } from "./aws/provider"; import { GcpKeyProvider, GcpKey } from "./gcp/provider"; import { AzureOpenAIKeyProvider } from "./azure/provider"; import { MistralAIKeyProvider } from "./mistral-ai/provider"; type AllowedPartial = OpenAIKeyUpdate | AnthropicKeyUpdate | Partial<GcpKey>; export class KeyPool { private keyProviders: KeyProvider[] = []; private recheckJobs: Partial<Record<LLMService, schedule.Job | null>> = { openai: null, }; constructor() { this.keyProviders.push(new OpenAIKeyProvider()); this.keyProviders.push(new AnthropicKeyProvider()); this.keyProviders.push(new GoogleAIKeyProvider()); this.keyProviders.push(new MistralAIKeyProvider()); this.keyProviders.push(new AwsBedrockKeyProvider()); this.keyProviders.push(new GcpKeyProvider()); this.keyProviders.push(new AzureOpenAIKeyProvider()); } public init() { this.keyProviders.forEach((provider) => provider.init()); const availableKeys = this.available("all"); if (availableKeys === 0) { throw new Error( "No keys loaded. Ensure that at least one key is configured." ); } this.scheduleRecheck(); } public get(model: string, service?: LLMService, multimodal?: boolean): Key { // hack for some claude requests needing keys with particular permissions // even though they use the same models as the non-multimodal requests if (multimodal) { model += "-multimodal"; } const queryService = service || this.getServiceForModel(model); return this.getKeyProvider(queryService).get(model); } public list(): Omit<Key, "key">[] { return this.keyProviders.flatMap((provider) => provider.list()); } /** * Marks a key as disabled for a specific reason. `revoked` should be used * to indicate a key that can never be used again, while `quota` should be * used to indicate a key that is still valid but has exceeded its quota. */ public disable(key: Key, reason: "quota" | "revoked"): void { const service = this.getKeyProvider(key.service); service.disable(key); service.update(key.hash, { isRevoked: reason === "revoked" }); if ( service instanceof OpenAIKeyProvider || service instanceof AnthropicKeyProvider ) { service.update(key.hash, { isOverQuota: reason === "quota" }); } } /** * Updates a key in the keypool with the given properties. * * Be aware that the `key` argument may not be the same object instance as the * one in the keypool (such as if it is a clone received via `KeyPool.get` in * which case you are responsible for updating your clone with the new * properties. */ public update(key: Key, props: AllowedPartial): void { const service = this.getKeyProvider(key.service); service.update(key.hash, props); } public available(model: string | "all" = "all"): number { return this.keyProviders.reduce((sum, provider) => { const includeProvider = model === "all" || this.getServiceForModel(model) === provider.service; return sum + (includeProvider ? provider.available() : 0); }, 0); } public incrementUsage(key: Key, model: string, tokens: number): void { const provider = this.getKeyProvider(key.service); provider.incrementUsage(key.hash, model, tokens); } public getLockoutPeriod(family: ModelFamily): number { const service = MODEL_FAMILY_SERVICE[family]; return this.getKeyProvider(service).getLockoutPeriod(family); } public markRateLimited(key: Key): void { const provider = this.getKeyProvider(key.service); provider.markRateLimited(key.hash); } public updateRateLimits(key: Key, headers: http.IncomingHttpHeaders): void { const provider = this.getKeyProvider(key.service); if (provider instanceof OpenAIKeyProvider) { provider.updateRateLimits(key.hash, headers); } } public recheck(service: LLMService): void { if (!config.checkKeys) { logger.info("Skipping key recheck because key checking is disabled"); return; } const provider = this.getKeyProvider(service); provider.recheck(); } private getServiceForModel(model: string): LLMService { if ( model.startsWith("gpt") || model.startsWith("text-embedding-ada") || model.startsWith("dall-e") ) { // https://platform.openai.com/docs/models/model-endpoint-compatibility return "openai"; } else if (model.startsWith("claude-")) { // https://console.anthropic.com/docs/api/reference#parameters if (!model.includes('@')) { return "anthropic"; } else { return "gcp"; } } else if (model.includes("gemini")) { // https://developers.generativeai.google.com/models/language return "google-ai"; } else if (model.includes("mistral")) { // https://docs.mistral.ai/platform/endpoints return "mistral-ai"; } else if (model.startsWith("anthropic.claude")) { // AWS offers models from a few providers // https://docs.aws.amazon.com/bedrock/latest/userguide/model-ids-arns.html return "aws"; } else if (model.startsWith("azure")) { return "azure"; } throw new Error(`Unknown service for model '${model}'`); } private getKeyProvider(service: LLMService): KeyProvider { return this.keyProviders.find((provider) => provider.service === service)!; } /** * Schedules a periodic recheck of OpenAI keys, which runs every 8 hours on * a schedule offset by the server's hostname. */ private scheduleRecheck(): void { const machineHash = crypto .createHash("sha256") .update(os.hostname()) .digest("hex"); const offset = parseInt(machineHash, 16) % 7; const hour = [0, 8, 16].map((h) => h + offset).join(","); const crontab = `0 ${hour} * * *`; const job = schedule.scheduleJob(crontab, () => { const next = job.nextInvocation(); logger.info({ next }, "Performing periodic recheck."); this.recheck("openai"); this.recheck("google-ai"); }); logger.info( { rule: crontab, next: job.nextInvocation() }, "Scheduled periodic key recheck job" ); this.recheckJobs.openai = job; } }
a1enjoyer/aboba
src/shared/key-management/key-pool.ts
TypeScript
unknown
6,785
import { AxiosError } from "axios"; import { MistralAIModelFamily, getMistralAIModelFamily } from "../../models"; import { getAxiosInstance } from "../../network"; import { KeyCheckerBase } from "../key-checker-base"; import type { MistralAIKey, MistralAIKeyProvider } from "./provider"; const axios = getAxiosInstance(); const MIN_CHECK_INTERVAL = 3 * 1000; // 3 seconds const KEY_CHECK_PERIOD = 60 * 60 * 1000; // 1 hour const GET_MODELS_URL = "https://api.mistral.ai/v1/models"; type GetModelsResponse = { data: [{ id: string }]; }; type MistralAIError = { message: string; request_id: string; }; type UpdateFn = typeof MistralAIKeyProvider.prototype.update; export class MistralAIKeyChecker extends KeyCheckerBase<MistralAIKey> { constructor(keys: MistralAIKey[], updateKey: UpdateFn) { super(keys, { service: "mistral-ai", keyCheckPeriod: KEY_CHECK_PERIOD, minCheckInterval: MIN_CHECK_INTERVAL, recurringChecksEnabled: false, updateKey, }); } protected async testKeyOrFail(key: MistralAIKey) { // We only need to check for provisioned models on the initial check. const isInitialCheck = !key.lastChecked; if (isInitialCheck) { const provisionedModels = await this.getProvisionedModels(key); const updates = { modelFamilies: provisionedModels, }; this.updateKey(key.hash, updates); } this.log.info({ key: key.hash, models: key.modelFamilies }, "Checked key."); } private async getProvisionedModels( key: MistralAIKey ): Promise<MistralAIModelFamily[]> { const opts = { headers: MistralAIKeyChecker.getHeaders(key) }; const { data } = await axios.get<GetModelsResponse>(GET_MODELS_URL, opts); const models = data.data; const families = new Set<MistralAIModelFamily>(); models.forEach(({ id }) => families.add(getMistralAIModelFamily(id))); // We want to update the key's model families here, but we don't want to // update its `lastChecked` timestamp because we need to let the liveness // check run before we can consider the key checked. const familiesArray = [...families]; const keyFromPool = this.keys.find((k) => k.hash === key.hash)!; this.updateKey(key.hash, { modelFamilies: familiesArray, lastChecked: keyFromPool.lastChecked, }); return familiesArray; } protected handleAxiosError(key: MistralAIKey, error: AxiosError) { if (error.response && MistralAIKeyChecker.errorIsMistralAIError(error)) { const { status, data } = error.response; if ([401, 403].includes(status)) { this.log.warn( { key: key.hash, error: data, status }, "Key is invalid or revoked. Disabling key." ); this.updateKey(key.hash, { isDisabled: true, isRevoked: true, modelFamilies: ["mistral-tiny"], }); } else { this.log.error( { key: key.hash, status, error: data }, "Encountered unexpected error status while checking key. This may indicate a change in the API; please report this." ); this.updateKey(key.hash, { lastChecked: Date.now() }); } return; } this.log.error( { key: key.hash, error: error.message }, "Network error while checking key; trying this key again in a minute." ); const oneMinute = 60 * 1000; const next = Date.now() - (KEY_CHECK_PERIOD - oneMinute); this.updateKey(key.hash, { lastChecked: next }); } static errorIsMistralAIError( error: AxiosError ): error is AxiosError<MistralAIError> { const data = error.response?.data as any; return data?.message && data?.request_id; } static getHeaders(key: MistralAIKey) { return { Authorization: `Bearer ${key.key}`, }; } }
a1enjoyer/aboba
src/shared/key-management/mistral-ai/checker.ts
TypeScript
unknown
3,801
import crypto from "crypto"; import { config } from "../../../config"; import { logger } from "../../../logger"; import { HttpError } from "../../errors"; import { MistralAIModelFamily, getMistralAIModelFamily } from "../../models"; import { createGenericGetLockoutPeriod, Key, KeyProvider } from ".."; import { prioritizeKeys } from "../prioritize-keys"; import { MistralAIKeyChecker } from "./checker"; type MistralAIKeyUsage = { [K in MistralAIModelFamily as `${K}Tokens`]: number; }; export interface MistralAIKey extends Key, MistralAIKeyUsage { readonly service: "mistral-ai"; readonly modelFamilies: MistralAIModelFamily[]; } /** * Upon being rate limited, a key will be locked out for this many milliseconds * while we wait for other concurrent requests to finish. */ const RATE_LIMIT_LOCKOUT = 2000; /** * Upon assigning a key, we will wait this many milliseconds before allowing it * to be used again. This is to prevent the queue from flooding a key with too * many requests while we wait to learn whether previous ones succeeded. */ const KEY_REUSE_DELAY = 500; export class MistralAIKeyProvider implements KeyProvider<MistralAIKey> { readonly service = "mistral-ai"; private keys: MistralAIKey[] = []; private checker?: MistralAIKeyChecker; private log = logger.child({ module: "key-provider", service: this.service }); constructor() { const keyConfig = config.mistralAIKey?.trim(); if (!keyConfig) { this.log.warn( "MISTRAL_AI_KEY is not set. Mistral AI API will not be available." ); return; } let bareKeys: string[]; bareKeys = [...new Set(keyConfig.split(",").map((k) => k.trim()))]; for (const key of bareKeys) { const newKey: MistralAIKey = { key, service: this.service, modelFamilies: [ "mistral-tiny", "mistral-small", "mistral-medium", "mistral-large", ], isDisabled: false, isRevoked: false, promptCount: 0, lastUsed: 0, rateLimitedAt: 0, rateLimitedUntil: 0, hash: `mst-${crypto .createHash("sha256") .update(key) .digest("hex") .slice(0, 8)}`, lastChecked: 0, "mistral-tinyTokens": 0, "mistral-smallTokens": 0, "mistral-mediumTokens": 0, "mistral-largeTokens": 0, }; this.keys.push(newKey); } this.log.info({ keyCount: this.keys.length }, "Loaded Mistral AI keys."); } public init() { if (config.checkKeys) { const updateFn = this.update.bind(this); this.checker = new MistralAIKeyChecker(this.keys, updateFn); this.checker.start(); } } public list() { return this.keys.map((k) => Object.freeze({ ...k, key: undefined })); } public get(_model: string) { const availableKeys = this.keys.filter((k) => !k.isDisabled); if (availableKeys.length === 0) { throw new HttpError(402, "No Mistral AI keys available"); } const selectedKey = prioritizeKeys(availableKeys)[0]; selectedKey.lastUsed = Date.now(); this.throttle(selectedKey.hash); return { ...selectedKey }; } public disable(key: MistralAIKey) { const keyFromPool = this.keys.find((k) => k.hash === key.hash); if (!keyFromPool || keyFromPool.isDisabled) return; keyFromPool.isDisabled = true; this.log.warn({ key: key.hash }, "Key disabled"); } public update(hash: string, update: Partial<MistralAIKey>) { const keyFromPool = this.keys.find((k) => k.hash === hash)!; Object.assign(keyFromPool, { lastChecked: Date.now(), ...update }); } public available() { return this.keys.filter((k) => !k.isDisabled).length; } public incrementUsage(hash: string, model: string, tokens: number) { const key = this.keys.find((k) => k.hash === hash); if (!key) return; key.promptCount++; const family = getMistralAIModelFamily(model); key[`${family}Tokens`] += tokens; } getLockoutPeriod = createGenericGetLockoutPeriod(() => this.keys); /** * This is called when we receive a 429, which means there are already five * concurrent requests running on this key. We don't have any information on * when these requests will resolve, so all we can do is wait a bit and try * again. We will lock the key for 2 seconds after getting a 429 before * retrying in order to give the other requests a chance to finish. */ public markRateLimited(keyHash: string) { this.log.debug({ key: keyHash }, "Key rate limited"); const key = this.keys.find((k) => k.hash === keyHash)!; const now = Date.now(); key.rateLimitedAt = now; key.rateLimitedUntil = now + RATE_LIMIT_LOCKOUT; } public recheck() {} /** * Applies a short artificial delay to the key upon dequeueing, in order to * prevent it from being immediately assigned to another request before the * current one can be dispatched. **/ private throttle(hash: string) { const now = Date.now(); const key = this.keys.find((k) => k.hash === hash)!; const currentRateLimit = key.rateLimitedUntil; const nextRateLimit = now + KEY_REUSE_DELAY; key.rateLimitedAt = now; key.rateLimitedUntil = Math.max(currentRateLimit, nextRateLimit); } }
a1enjoyer/aboba
src/shared/key-management/mistral-ai/provider.ts
TypeScript
unknown
5,288
import { AxiosError } from "axios"; import { KeyCheckerBase } from "../key-checker-base"; import type { OpenAIKey, OpenAIKeyProvider } from "./provider"; import { OpenAIModelFamily, getOpenAIModelFamily } from "../../models"; import { getAxiosInstance } from "../../network"; const axios = getAxiosInstance(); const MIN_CHECK_INTERVAL = 3 * 1000; // 3 seconds const KEY_CHECK_PERIOD = 60 * 60 * 1000; // 1 hour const POST_CHAT_COMPLETIONS_URL = "https://api.openai.com/v1/chat/completions"; const GET_MODELS_URL = "https://api.openai.com/v1/models"; const GET_ORGANIZATIONS_URL = "https://api.openai.com/v1/organizations"; type GetModelsResponse = { data: [{ id: string }]; }; type GetOrganizationsResponse = { data: [{ id: string; is_default: boolean }]; }; type OpenAIError = { error: { type: string; code: string; param: unknown; message: string }; }; type CloneFn = typeof OpenAIKeyProvider.prototype.clone; type UpdateFn = typeof OpenAIKeyProvider.prototype.update; export class OpenAIKeyChecker extends KeyCheckerBase<OpenAIKey> { private readonly cloneKey: CloneFn; constructor(keys: OpenAIKey[], cloneFn: CloneFn, updateKey: UpdateFn) { super(keys, { service: "openai", keyCheckPeriod: KEY_CHECK_PERIOD, minCheckInterval: MIN_CHECK_INTERVAL, recurringChecksEnabled: false, updateKey, }); this.cloneKey = cloneFn; } protected async testKeyOrFail(key: OpenAIKey) { // We only need to check for provisioned models on the initial check. const isInitialCheck = !key.lastChecked; if (isInitialCheck) { const [provisionedModels, livenessTest] = await Promise.all([ this.getProvisionedModels(key), this.testLiveness(key), this.maybeCreateOrganizationClones(key), ]); const updates = { modelFamilies: provisionedModels, isTrial: livenessTest.rateLimit <= 250, }; this.updateKey(key.hash, updates); } else { // No updates needed as models and trial status generally don't change. const [_livenessTest] = await Promise.all([this.testLiveness(key)]); this.updateKey(key.hash, {}); } this.log.info( { key: key.hash, models: key.modelFamilies, trial: key.isTrial, snapshots: key.modelIds, }, "Checked key." ); } private async getProvisionedModels( key: OpenAIKey ): Promise<OpenAIModelFamily[]> { const opts = { headers: OpenAIKeyChecker.getHeaders(key) }; const { data } = await axios.get<GetModelsResponse>(GET_MODELS_URL, opts); const ids = new Set<string>(); const families = new Set<OpenAIModelFamily>(); data.data.forEach(({ id }) => { ids.add(id); families.add(getOpenAIModelFamily(id, "turbo")); }); // disable dall-e for trial keys due to very low per-day quota that tends to // render the key unusable. if (key.isTrial) { families.delete("dall-e"); } this.updateKey(key.hash, { modelIds: Array.from(ids), modelFamilies: Array.from(families), }); return key.modelFamilies; } private async maybeCreateOrganizationClones(key: OpenAIKey) { if (key.organizationId) return; // already cloned try { const opts = { headers: { Authorization: `Bearer ${key.key}` } }; const { data } = await axios.get<GetOrganizationsResponse>( GET_ORGANIZATIONS_URL, opts ); const organizations = data.data; const defaultOrg = organizations.find(({ is_default }) => is_default); this.updateKey(key.hash, { organizationId: defaultOrg?.id }); if (organizations.length <= 1) return; this.log.info( { parent: key.hash, organizations: organizations.map((org) => org.id) }, "Key is associated with multiple organizations; cloning key for each organization." ); const ids = organizations .filter(({ is_default }) => !is_default) .map(({ id }) => id); this.cloneKey(key.hash, ids); } catch (error) { // Some keys do not have permission to list organizations, which is the // typical cause of this error. let info: string | Record<string, any>; const response = error.response; const expectedErrorCodes = ["invalid_api_key", "no_organization"]; if (expectedErrorCodes.includes(response?.data?.error?.code)) { return; } else if (response) { info = { status: response.status, data: response.data }; } else { info = error.message; } this.log.warn( { parent: key.hash, error: info }, "Failed to fetch organizations for key." ); return; } // It's possible that the keychecker may be stopped if all non-cloned keys // happened to be unusable, in which case this clnoe will never be checked // unless we restart the keychecker. if (!this.timeout) { this.log.warn( { parent: key.hash }, "Restarting key checker to check cloned keys." ); this.scheduleNextCheck(); } } protected handleAxiosError(key: OpenAIKey, error: AxiosError) { if (error.response && OpenAIKeyChecker.errorIsOpenAIError(error)) { const { status, data } = error.response; if (status === 401) { this.log.warn( { key: key.hash, error: data }, "Key is invalid or revoked. Disabling key." ); this.updateKey(key.hash, { isDisabled: true, isRevoked: true, modelFamilies: ["turbo"], }); } else if (status === 429) { switch (data.error.type) { case "insufficient_quota": case "billing_not_active": case "access_terminated": const isRevoked = data.error.type === "access_terminated"; const isOverQuota = !isRevoked; const modelFamilies: OpenAIModelFamily[] = isRevoked ? ["turbo"] : key.modelFamilies; this.log.warn( { key: key.hash, rateLimitType: data.error.type, error: data }, "Key returned a non-transient 429 error. Disabling key." ); this.updateKey(key.hash, { isDisabled: true, isRevoked, isOverQuota, modelFamilies, }); break; case "requests": // If we hit the text completion rate limit on a trial key, it is // likely being used by many proxies. We will disable the key since // it's just going to be constantly rate limited. const isTrial = Number(error.response.headers["x-ratelimit-limit-requests"]) <= 250; if (isTrial) { this.log.warn( { key: key.hash, error: data }, "Trial key is rate limited on text completion endpoint. This indicates the key is being used by several proxies at once and is not likely to be usable. Disabling key." ); this.updateKey(key.hash, { isTrial, isDisabled: true, isOverQuota: true, modelFamilies: ["turbo"], lastChecked: Date.now(), }); } else { this.log.warn( { key: key.hash, error: data }, "Non-trial key is rate limited on text completion endpoint. This is unusual and may indicate a bug. Assuming key is operational." ); this.updateKey(key.hash, { lastChecked: Date.now() }); } break; case "tokens": // Hitting a token rate limit, even on a trial key, actually implies // that the key is valid and can generate completions, so we will // treat this as effectively a successful `testLiveness` call. this.log.info( { key: key.hash }, "Key is currently `tokens` rate limited; assuming it is operational." ); this.updateKey(key.hash, { lastChecked: Date.now() }); break; default: this.log.error( { key: key.hash, rateLimitType: data.error.type, error: data }, "Encountered unexpected rate limit error class while checking key. This may indicate a change in the API; please report this." ); // We don't know what this error means, so we just let the key // through and maybe it will fail when someone tries to use it. this.updateKey(key.hash, { lastChecked: Date.now() }); } } else { this.log.error( { key: key.hash, status, error: data }, "Encountered unexpected error status while checking key. This may indicate a change in the API; please report this." ); this.updateKey(key.hash, { lastChecked: Date.now() }); } return; } this.log.error( { key: key.hash, error: error.message }, "Network error while checking key; trying this key again in a minute." ); const oneMinute = 60 * 1000; const next = Date.now() - (KEY_CHECK_PERIOD - oneMinute); this.updateKey(key.hash, { lastChecked: next }); } /** * Tests whether the key is valid and has quota remaining. The request we send * is actually not valid, but keys which are revoked or out of quota will fail * with a 401 or 429 error instead of the expected 400 Bad Request error. * This lets us avoid test keys without spending any quota. * * We use the rate limit header to determine whether it's a trial key. */ private async testLiveness(key: OpenAIKey): Promise<{ rateLimit: number }> { // What the hell this is doing: // OpenAI enforces separate rate limits for chat and text completions. Trial // keys have extremely low rate limits of 200 per day per API type. In order // to avoid wasting more valuable chat quota, we send an (invalid) chat // request to Babbage (a text completion model). Even though our request is // to the chat endpoint, we get text rate limit headers back because the // requested model determines the rate limit used, not the endpoint. // Once we have headers, we can determine: // 1. Is the key revoked? (401, OAI doesn't even validate the request) // 2. Is the key out of quota? (400, OAI will still validate the request) // 3. Is the key a trial key? (400, x-ratelimit-limit-requests: 200) // This might still cause issues if too many proxies are running a train on // the same trial key and even the text completion quota is exhausted, but // it should work better than the alternative. const payload = { model: "babbage-002", max_tokens: -1, messages: [{ role: "user", content: "" }], }; const { headers, data } = await axios.post<OpenAIError>( POST_CHAT_COMPLETIONS_URL, payload, { headers: OpenAIKeyChecker.getHeaders(key), validateStatus: (status) => status === 400, } ); const rateLimitHeader = headers["x-ratelimit-limit-requests"]; const rateLimit = parseInt(rateLimitHeader) || 3500; // trials have 200 // invalid_request_error is the expected error if (data.error.type !== "invalid_request_error") { this.log.warn( { key: key.hash, error: data }, "Unexpected 400 error class while checking key; assuming key is valid, but this may indicate a change in the API." ); } return { rateLimit }; } static errorIsOpenAIError( error: AxiosError ): error is AxiosError<OpenAIError> { const data = error.response?.data as any; return data?.error?.type; } static getHeaders(key: OpenAIKey) { const useOrg = !key.key.includes("svcacct"); return { Authorization: `Bearer ${key.key}`, ...(useOrg && key.organizationId && { "OpenAI-Organization": key.organizationId }), }; } }
a1enjoyer/aboba
src/shared/key-management/openai/checker.ts
TypeScript
unknown
11,983
import crypto from "crypto"; import http from "http"; import { Key, KeyProvider } from "../index"; import { config } from "../../../config"; import { logger } from "../../../logger"; import { getOpenAIModelFamily, OpenAIModelFamily } from "../../models"; import { PaymentRequiredError } from "../../errors"; import { OpenAIKeyChecker } from "./checker"; import { prioritizeKeys } from "../prioritize-keys"; type OpenAIKeyUsage = { [K in OpenAIModelFamily as `${K}Tokens`]: number; }; export interface OpenAIKey extends Key, OpenAIKeyUsage { readonly service: "openai"; modelFamilies: OpenAIModelFamily[]; /** * Some keys are assigned to multiple organizations, each with their own quota * limits. We clone the key for each organization and track usage/disabled * status separately. */ organizationId?: string; /** Whether this is a free trial key. These are prioritized over paid keys if they can fulfill the request. */ isTrial: boolean; /** Set when key check returns a non-transient 429. */ isOverQuota: boolean; /** * Last known X-RateLimit-Requests-Reset header from OpenAI, converted to a * number. * Formatted as a `\d+(m|s)` string denoting the time until the limit resets. * Specifically, it seems to indicate the time until the key's quota will be * fully restored; the key may be usable before this time as the limit is a * rolling window. * * Requests which return a 429 do not count against the quota. * * Requests which fail for other reasons (e.g. 401) count against the quota. */ rateLimitRequestsReset: number; /** * Last known X-RateLimit-Tokens-Reset header from OpenAI, converted to a * number. * Appears to follow the same format as `rateLimitRequestsReset`. * * Requests which fail do not count against the quota as they do not consume * tokens. */ rateLimitTokensReset: number; /** * Model snapshots available. */ modelIds: string[]; } export type OpenAIKeyUpdate = Omit< Partial<OpenAIKey>, "key" | "hash" | "promptCount" >; /** * Upon assigning a key, we will wait this many milliseconds before allowing it * to be used again. This is to prevent the queue from flooding a key with too * many requests while we wait to learn whether previous ones succeeded. */ const KEY_REUSE_DELAY = 1000; export class OpenAIKeyProvider implements KeyProvider<OpenAIKey> { readonly service = "openai" as const; private keys: OpenAIKey[] = []; private checker?: OpenAIKeyChecker; private log = logger.child({ module: "key-provider", service: this.service }); constructor() { const keyString = config.openaiKey?.trim(); if (!keyString) { this.log.warn("OPENAI_KEY is not set. OpenAI API will not be available."); return; } let bareKeys: string[]; bareKeys = keyString.split(",").map((k) => k.trim()); bareKeys = [...new Set(bareKeys)]; for (const k of bareKeys) { const newKey: OpenAIKey = { key: k, service: "openai" as const, modelFamilies: [ "turbo" as const, "gpt4" as const, "gpt4-turbo" as const, "gpt4o" as const, ], isTrial: false, isDisabled: false, isRevoked: false, isOverQuota: false, lastUsed: 0, lastChecked: 0, promptCount: 0, hash: `oai-${crypto .createHash("sha256") .update(k) .digest("hex") .slice(0, 8)}`, rateLimitedAt: 0, rateLimitedUntil: 0, rateLimitRequestsReset: 0, rateLimitTokensReset: 0, turboTokens: 0, gpt4Tokens: 0, "gpt4-32kTokens": 0, "gpt4-turboTokens": 0, gpt4oTokens: 0, "o1Tokens": 0, "o1-miniTokens": 0, "dall-eTokens": 0, modelIds: [], }; this.keys.push(newKey); } this.log.info({ keyCount: this.keys.length }, "Loaded OpenAI keys."); } public init() { if (config.checkKeys) { const cloneFn = this.clone.bind(this); const updateFn = this.update.bind(this); this.checker = new OpenAIKeyChecker(this.keys, cloneFn, updateFn); this.checker.start(); } } /** * Returns a list of all keys, with the key field removed. * Don't mutate returned keys, use a KeyPool method instead. **/ public list() { return this.keys.map((key) => Object.freeze({ ...key, key: undefined })); } public get(requestModel: string) { let model = requestModel; const neededFamily = getOpenAIModelFamily(model); const excludeTrials = model === "text-embedding-ada-002"; const availableKeys = this.keys.filter( // Allow keys which (key) => !key.isDisabled && // are not disabled key.modelFamilies.includes(neededFamily) && // have access to the model family we need (!excludeTrials || !key.isTrial) && // and are not trials if we don't want them (!config.checkKeys || key.modelIds.includes(model)) // and have the specific snapshot we need ); if (availableKeys.length === 0) { throw new PaymentRequiredError( `No OpenAI keys available for model ${model}` ); } const keysByPriority = prioritizeKeys( availableKeys, (a, b) => +a.isTrial - +b.isTrial ); const selectedKey = keysByPriority[0]; selectedKey.lastUsed = Date.now(); this.throttle(selectedKey.hash); return { ...selectedKey }; } /** Called by the key checker to update key information. */ public update(keyHash: string, update: OpenAIKeyUpdate) { const keyFromPool = this.keys.find((k) => k.hash === keyHash)!; Object.assign(keyFromPool, { lastChecked: Date.now(), ...update }); } /** Called by the key checker to create clones of keys for the given orgs. */ public clone(keyHash: string, newOrgIds: string[]) { const keyFromPool = this.keys.find((k) => k.hash === keyHash)!; const clones = newOrgIds.map((orgId) => { const clone: OpenAIKey = { ...keyFromPool, organizationId: orgId, isDisabled: false, isRevoked: false, isOverQuota: false, hash: `oai-${crypto .createHash("sha256") .update(keyFromPool.key + orgId) .digest("hex") .slice(0, 8)}`, lastChecked: 0, // Force re-check in case the org has different models }; this.log.info( { cloneHash: clone.hash, parentHash: keyFromPool.hash, orgId }, "Cloned organization key" ); return clone; }); this.keys.push(...clones); } /** Disables a key, or does nothing if the key isn't in this pool. */ public disable(key: Key) { const keyFromPool = this.keys.find((k) => k.hash === key.hash); if (!keyFromPool || keyFromPool.isDisabled) return; this.update(key.hash, { isDisabled: true }); this.log.warn({ key: key.hash }, "Key disabled"); } public available() { return this.keys.filter((k) => !k.isDisabled).length; } /** * Given a model, returns the period until a key will be available to service * the request, or returns 0 if a key is ready immediately. */ public getLockoutPeriod(family: OpenAIModelFamily): number { // TODO: this is really inefficient on servers with large key pools and we // are calling it every 50ms, per model family. const activeKeys = this.keys.filter( (key) => !key.isDisabled && key.modelFamilies.includes(family) ); // Don't lock out if there are no keys available or the queue will stall. // Just let it through so the add-key middleware can throw an error. if (activeKeys.length === 0) return 0; // A key is rate-limited if its `rateLimitedAt` plus the greater of its // `rateLimitRequestsReset` and `rateLimitTokensReset` is after the // current time. // If there are any keys that are not rate-limited, we can fulfill requests. const now = Date.now(); const rateLimitedKeys = activeKeys.filter((key) => { const resetTime = Math.max( key.rateLimitRequestsReset, key.rateLimitTokensReset ); return now < key.rateLimitedAt + Math.min(20000, resetTime); }).length; const anyNotRateLimited = rateLimitedKeys < activeKeys.length; if (anyNotRateLimited) { return 0; } // If all keys are rate-limited, return the time until the first key is // ready. We don't want to wait longer than 10 seconds because rate limits // are a rolling window and keys may become available sooner than the stated // reset time. return Math.min( ...activeKeys.map((key) => { const resetTime = Math.max( key.rateLimitRequestsReset, key.rateLimitTokensReset ); return key.rateLimitedAt + Math.min(20000, resetTime) - now; }) ); } public markRateLimited(keyHash: string) { this.log.debug({ key: keyHash }, "Key rate limited"); const key = this.keys.find((k) => k.hash === keyHash)!; const now = Date.now(); key.rateLimitedAt = now; // Most OpenAI reqeuests will provide a `x-ratelimit-reset-requests` header // header telling us when to try again which will be set in a call to // `updateRateLimits`. These values below are fallbacks in case the header // is not provided. key.rateLimitRequestsReset = 10000; key.rateLimitedUntil = now + key.rateLimitRequestsReset; } public incrementUsage(keyHash: string, model: string, tokens: number) { const key = this.keys.find((k) => k.hash === keyHash); if (!key) return; key.promptCount++; key[`${getOpenAIModelFamily(model)}Tokens`] += tokens; } public updateRateLimits(keyHash: string, headers: http.IncomingHttpHeaders) { const key = this.keys.find((k) => k.hash === keyHash)!; const requestsReset = headers["x-ratelimit-reset-requests"]; const tokensReset = headers["x-ratelimit-reset-tokens"]; if (typeof requestsReset === "string") { key.rateLimitRequestsReset = getResetDurationMillis(requestsReset); } if (typeof tokensReset === "string") { key.rateLimitTokensReset = getResetDurationMillis(tokensReset); } if (!requestsReset && !tokensReset) { this.log.warn({ key: key.hash }, `No ratelimit headers; skipping update`); return; } const { rateLimitedAt, rateLimitRequestsReset, rateLimitTokensReset } = key; const rateLimitedUntil = rateLimitedAt + Math.max(rateLimitRequestsReset, rateLimitTokensReset); if (rateLimitedUntil > Date.now()) { key.rateLimitedUntil = rateLimitedUntil; } } public recheck() { this.keys.forEach((key) => { this.update(key.hash, { isRevoked: false, isOverQuota: false, isDisabled: false, lastChecked: 0, }); }); this.checker?.scheduleNextCheck(); } /** * Called when a key is selected for a request, briefly disabling it to * avoid spamming the API with requests while we wait to learn whether this * key is already rate limited. */ private throttle(hash: string) { const now = Date.now(); const key = this.keys.find((k) => k.hash === hash)!; const currentRateLimit = Math.max(key.rateLimitRequestsReset, key.rateLimitTokensReset) + key.rateLimitedAt; const nextRateLimit = now + KEY_REUSE_DELAY; // Don't throttle if the key is already naturally rate limited. if (currentRateLimit > nextRateLimit) return; key.rateLimitedAt = Date.now(); key.rateLimitRequestsReset = KEY_REUSE_DELAY; key.rateLimitedUntil = Date.now() + KEY_REUSE_DELAY; } } // wip function calculateRequestsPerMinute(headers: http.IncomingHttpHeaders) { const requestsLimit = headers["x-ratelimit-limit-requests"]; const requestsReset = headers["x-ratelimit-reset-requests"]; if (typeof requestsLimit !== "string" || typeof requestsReset !== "string") { return 0; } const limit = parseInt(requestsLimit, 10); const reset = getResetDurationMillis(requestsReset); // If `reset` is less than one minute, OpenAI specifies the `limit` as an // integer representing requests per minute. Otherwise it actually means the // requests per day. const isPerMinute = reset < 60000; if (isPerMinute) return limit; return limit / 1440; } /** * Converts reset string ("14m25s", "21.0032s", "14ms" or "21ms") to a number of * milliseconds. **/ function getResetDurationMillis(resetDuration?: string): number { const match = resetDuration?.match( /(?:(\d+)m(?!s))?(?:(\d+(?:\.\d+)?)s)?(?:(\d+)ms)?/ ); if (match) { const [, minutes, seconds, milliseconds] = match.map(Number); const minutesToMillis = (minutes || 0) * 60 * 1000; const secondsToMillis = (seconds || 0) * 1000; const millisecondsValue = milliseconds || 0; return minutesToMillis + secondsToMillis + millisecondsValue; } return 0; }
a1enjoyer/aboba
src/shared/key-management/openai/provider.ts
TypeScript
unknown
12,913
import { Key } from "./index"; /** * Given a list of keys, returns a new list of keys sorted from highest to * lowest priority. Keys are prioritized in the following order: * * 1. Keys which are not rate limited * - If all keys were rate limited recently, select the least-recently * rate limited key. * - Otherwise, select the first key. * 2. Keys which have not been used in the longest time * 3. Keys according to the custom comparator, if provided * @param keys The list of keys to sort * @param customComparator A custom comparator function to use for sorting */ export function prioritizeKeys<T extends Key>( keys: T[], customComparator?: (a: T, b: T) => number ) { const now = Date.now(); return keys.sort((a, b) => { const aRateLimited = now < a.rateLimitedUntil; const bRateLimited = now < b.rateLimitedUntil; if (aRateLimited && !bRateLimited) return 1; if (!aRateLimited && bRateLimited) return -1; if (aRateLimited && bRateLimited) { return a.rateLimitedUntil - b.rateLimitedUntil; } if (customComparator) { const result = customComparator(a, b); if (result !== 0) return result; } return a.lastUsed - b.lastUsed; }); }
a1enjoyer/aboba
src/shared/key-management/prioritize-keys.ts
TypeScript
unknown
1,226
// Don't import any other project files here as this is one of the first modules // loaded and it will cause circular imports. import type { Request } from "express"; /** * The service that a model is hosted on. Distinct from `APIFormat` because some * services have interoperable APIs (eg Anthropic/AWS/GCP, OpenAI/Azure). */ export type LLMService = | "openai" | "anthropic" | "google-ai" | "mistral-ai" | "aws" | "gcp" | "azure"; export type OpenAIModelFamily = | "turbo" | "gpt4" | "gpt4-32k" | "gpt4-turbo" | "gpt4o" | "o1" | "o1-mini" | "dall-e"; export type AnthropicModelFamily = "claude" | "claude-opus"; export type GoogleAIModelFamily = | "gemini-flash" | "gemini-pro" | "gemini-ultra"; export type MistralAIModelFamily = // mistral changes their model classes frequently so these no longer // correspond to specific models. consider them rough pricing tiers. "mistral-tiny" | "mistral-small" | "mistral-medium" | "mistral-large"; export type AwsBedrockModelFamily = `aws-${ | AnthropicModelFamily | MistralAIModelFamily}`; export type GcpModelFamily = "gcp-claude" | "gcp-claude-opus"; export type AzureOpenAIModelFamily = `azure-${OpenAIModelFamily}`; export type ModelFamily = | OpenAIModelFamily | AnthropicModelFamily | GoogleAIModelFamily | MistralAIModelFamily | AwsBedrockModelFamily | GcpModelFamily | AzureOpenAIModelFamily; export const MODEL_FAMILIES = (<A extends readonly ModelFamily[]>( arr: A & ([ModelFamily] extends [A[number]] ? unknown : never) ) => arr)([ "turbo", "gpt4", "gpt4-32k", "gpt4-turbo", "gpt4o", "o1", "o1-mini", "dall-e", "claude", "claude-opus", "gemini-flash", "gemini-pro", "gemini-ultra", "mistral-tiny", "mistral-small", "mistral-medium", "mistral-large", "aws-claude", "aws-claude-opus", "aws-mistral-tiny", "aws-mistral-small", "aws-mistral-medium", "aws-mistral-large", "gcp-claude", "gcp-claude-opus", "azure-turbo", "azure-gpt4", "azure-gpt4-32k", "azure-gpt4-turbo", "azure-gpt4o", "azure-dall-e", "azure-o1", "azure-o1-mini", ] as const); export const LLM_SERVICES = (<A extends readonly LLMService[]>( arr: A & ([LLMService] extends [A[number]] ? unknown : never) ) => arr)([ "openai", "anthropic", "google-ai", "mistral-ai", "aws", "gcp", "azure", ] as const); export const MODEL_FAMILY_SERVICE: { [f in ModelFamily]: LLMService; } = { turbo: "openai", gpt4: "openai", "gpt4-turbo": "openai", "gpt4-32k": "openai", gpt4o: "openai", "o1": "openai", "o1-mini": "openai", "dall-e": "openai", claude: "anthropic", "claude-opus": "anthropic", "aws-claude": "aws", "aws-claude-opus": "aws", "aws-mistral-tiny": "aws", "aws-mistral-small": "aws", "aws-mistral-medium": "aws", "aws-mistral-large": "aws", "gcp-claude": "gcp", "gcp-claude-opus": "gcp", "azure-turbo": "azure", "azure-gpt4": "azure", "azure-gpt4-32k": "azure", "azure-gpt4-turbo": "azure", "azure-gpt4o": "azure", "azure-dall-e": "azure", "azure-o1": "azure", "azure-o1-mini": "azure", "gemini-flash": "google-ai", "gemini-pro": "google-ai", "gemini-ultra": "google-ai", "mistral-tiny": "mistral-ai", "mistral-small": "mistral-ai", "mistral-medium": "mistral-ai", "mistral-large": "mistral-ai", }; export const IMAGE_GEN_MODELS: ModelFamily[] = ["dall-e", "azure-dall-e"]; export const OPENAI_MODEL_FAMILY_MAP: { [regex: string]: OpenAIModelFamily } = { "^gpt-4o(-\\d{4}-\\d{2}-\\d{2})?$": "gpt4o", "^chatgpt-4o": "gpt4o", "^gpt-4o-mini(-\\d{4}-\\d{2}-\\d{2})?$": "turbo", // closest match "^gpt-4-turbo(-\\d{4}-\\d{2}-\\d{2})?$": "gpt4-turbo", "^gpt-4-turbo(-preview)?$": "gpt4-turbo", "^gpt-4-(0125|1106)(-preview)?$": "gpt4-turbo", "^gpt-4(-\\d{4})?-vision(-preview)?$": "gpt4-turbo", "^gpt-4-32k-\\d{4}$": "gpt4-32k", "^gpt-4-32k$": "gpt4-32k", "^gpt-4-\\d{4}$": "gpt4", "^gpt-4$": "gpt4", "^gpt-3.5-turbo": "turbo", "^text-embedding-ada-002$": "turbo", "^dall-e-\\d{1}$": "dall-e", "^o1-mini(-\\d{4}-\\d{2}-\\d{2})?$": "o1-mini", "^o1(-\\d{4}-\\d{2}-\\d{2})?$": "o1", }; export function getOpenAIModelFamily( model: string, defaultFamily: OpenAIModelFamily = "gpt4" ): OpenAIModelFamily { for (const [regex, family] of Object.entries(OPENAI_MODEL_FAMILY_MAP)) { if (model.match(regex)) return family; } return defaultFamily; } export function getClaudeModelFamily(model: string): AnthropicModelFamily { if (model.includes("opus")) return "claude-opus"; return "claude"; } export function getGoogleAIModelFamily(model: string): GoogleAIModelFamily { return model.includes("ultra") ? "gemini-ultra" : model.includes("flash") ? "gemini-flash" : "gemini-pro"; } export function getMistralAIModelFamily(model: string): MistralAIModelFamily { const prunedModel = model.replace(/-(latest|\d{4})$/, ""); switch (prunedModel) { case "mistral-tiny": case "mistral-small": case "mistral-medium": case "mistral-large": return prunedModel as MistralAIModelFamily; case "open-mistral-7b": return "mistral-tiny"; case "open-mistral-nemo": case "open-mixtral-8x7b": case "codestral": case "open-codestral-mamba": return "mistral-small"; case "open-mixtral-8x22b": return "mistral-medium"; default: return "mistral-small"; } } export function getAwsBedrockModelFamily(model: string): AwsBedrockModelFamily { // remove vendor and version from AWS model ids // 'anthropic.claude-3-5-sonnet-20240620-v1:0' -> 'claude-3-5-sonnet-20240620' const deAwsified = model.replace(/^(\w+)\.(.+?)(-v\d+)?(:\d+)*$/, "$2"); if (["claude", "anthropic"].some((x) => model.includes(x))) { return `aws-${getClaudeModelFamily(deAwsified)}`; } else if (model.includes("tral")) { return `aws-${getMistralAIModelFamily(deAwsified)}`; } return `aws-claude`; } export function getGcpModelFamily(model: string): GcpModelFamily { if (model.includes("opus")) return "gcp-claude-opus"; return "gcp-claude"; } export function getAzureOpenAIModelFamily( model: string, defaultFamily: AzureOpenAIModelFamily = "azure-gpt4" ): AzureOpenAIModelFamily { // Azure model names omit periods. addAzureKey also prepends "azure-" to the // model name to route the request the correct keyprovider, so we need to // remove that as well. const modified = model .replace("gpt-35-turbo", "gpt-3.5-turbo") .replace("azure-", ""); for (const [regex, family] of Object.entries(OPENAI_MODEL_FAMILY_MAP)) { if (modified.match(regex)) { return `azure-${family}` as AzureOpenAIModelFamily; } } return defaultFamily; } export function assertIsKnownModelFamily( modelFamily: string ): asserts modelFamily is ModelFamily { if (!MODEL_FAMILIES.includes(modelFamily as ModelFamily)) { throw new Error(`Unknown model family: ${modelFamily}`); } } export function getModelFamilyForRequest(req: Request): ModelFamily { if (req.modelFamily) return req.modelFamily; // There is a single request queue, but it is partitioned by model family. // Model families are typically separated on cost/rate limit boundaries so // they should be treated as separate queues. const model = req.body.model ?? "gpt-3.5-turbo"; let modelFamily: ModelFamily; // Weird special case for AWS/GCP/Azure because they serve models with // different API formats, so the outbound API alone is not sufficient to // determine the partition. if (req.service === "aws") { modelFamily = getAwsBedrockModelFamily(model); } else if (req.service === "gcp") { modelFamily = getGcpModelFamily(model); } else if (req.service === "azure") { modelFamily = getAzureOpenAIModelFamily(model); } else { switch (req.outboundApi) { case "anthropic-chat": case "anthropic-text": modelFamily = getClaudeModelFamily(model); break; case "openai": case "openai-text": case "openai-image": modelFamily = getOpenAIModelFamily(model); break; case "google-ai": modelFamily = getGoogleAIModelFamily(model); break; case "mistral-ai": case "mistral-text": modelFamily = getMistralAIModelFamily(model); break; default: assertNever(req.outboundApi); } } return (req.modelFamily = modelFamily); } function assertNever(x: never): never { throw new Error(`Called assertNever with argument ${x}.`); }
a1enjoyer/aboba
src/shared/models.ts
TypeScript
unknown
8,517
import axios, { AxiosInstance } from "axios"; import http from "http"; import https from "https"; import os from "os"; import { ProxyAgent } from "proxy-agent"; import { config } from "../config"; import { logger } from "../logger"; const log = logger.child({ module: "network" }); export type HttpAgent = http.Agent | https.Agent; /** HTTP agent used by http-proxy-middleware when forwarding requests. */ let httpAgent: HttpAgent; /** HTTPS agent used by http-proxy-middleware when forwarding requests. */ let httpsAgent: HttpAgent; /** Axios instance used for any non-proxied requests. */ let axiosInstance: AxiosInstance; function getInterfaceAddress(iface: string) { const ifaces = os.networkInterfaces(); log.debug({ ifaces, iface }, "Found network interfaces."); if (!ifaces[iface]) { throw new Error(`Interface ${iface} not found.`); } const addresses = ifaces[iface]!.filter( ({ family, internal }) => family === "IPv4" && !internal ); if (addresses.length === 0) { throw new Error(`Interface ${iface} has no external IPv4 addresses.`); } log.debug({ selected: addresses[0] }, "Selected network interface."); return addresses[0].address; } export function getHttpAgents() { if (httpAgent) return [httpAgent, httpsAgent]; const { interface: iface, proxyUrl } = config.httpAgent || {}; if (iface) { const address = getInterfaceAddress(iface); httpAgent = new http.Agent({ localAddress: address, keepAlive: true }); httpsAgent = new https.Agent({ localAddress: address, keepAlive: true }); log.info({ address }, "Using configured interface for outgoing requests."); } else if (proxyUrl) { process.env.HTTP_PROXY = proxyUrl; process.env.HTTPS_PROXY = proxyUrl; process.env.WS_PROXY = proxyUrl; process.env.WSS_PROXY = proxyUrl; httpAgent = new ProxyAgent(); httpsAgent = httpAgent; // ProxyAgent automatically handles HTTPS const proxy = proxyUrl.replace(/:.*@/, "@******"); log.info({ proxy }, "Using proxy server for outgoing requests."); } else { httpAgent = new http.Agent(); httpsAgent = new https.Agent(); } return [httpAgent, httpsAgent]; } export function getAxiosInstance() { if (axiosInstance) return axiosInstance; const [httpAgent, httpsAgent] = getHttpAgents(); axiosInstance = axios.create({ httpAgent, httpsAgent, proxy: false }); return axiosInstance; }
a1enjoyer/aboba
src/shared/network.ts
TypeScript
unknown
2,395
// stolen from https://gitgud.io/fiz1/oai-reverse-proxy import { promises as fs } from "fs"; import * as path from "path"; import { USER_ASSETS_DIR, config } from "../../../config"; import { logger } from "../../../logger"; import { LogBackend, PromptLogEntry } from "../index"; import { glob } from "glob"; const MAX_FILE_SIZE = 100 * 1024 * 1024; let currentFileNumber = 0; let currentFilePath = ""; let currentFileSize = 0; export { currentFileNumber }; export const fileBackend: LogBackend = { init: async (_onStop: () => void) => { try { await createNewLogFile(); } catch (error) { logger.error("Error initializing file backend", error); throw error; } const files = glob.sync( path.join(USER_ASSETS_DIR, `${config.promptLoggingFilePrefix}*.jsonl`), { windowsPathsNoEscape: true } ); const sorted = files.sort((a, b) => { const aNum = parseInt(path.basename(a).replace(/[^0-9]/g, ""), 10); const bNum = parseInt(path.basename(b).replace(/[^0-9]/g, ""), 10); return aNum - bNum; }); if (sorted.length > 0) { const latestFile = sorted[sorted.length - 1]; const stats = await fs.stat(latestFile); currentFileNumber = parseInt( path.basename(latestFile).replace(/[^0-9]/g, ""), 10 ); currentFilePath = latestFile; currentFileSize = stats.size; } logger.info( { currentFileNumber, currentFilePath, currentFileSize }, "File backend initialized" ); }, appendBatch: async (batch: PromptLogEntry[]) => { try { if (currentFileSize > MAX_FILE_SIZE) { await createNewLogFile(); } const batchString = batch .map((entry) => JSON.stringify({ endpoint: entry.endpoint, model: entry.model, prompt: entry.promptRaw, response: entry.response, }) ) .join("\n") + "\n"; const batchSizeBytes = Buffer.byteLength(batchString); const batchLines = batch.length; logger.debug( { batchLines, batchSizeBytes, currentFileSize, file: currentFilePath }, "Appending batch to file" ); await fs.appendFile(currentFilePath, batchString); currentFileSize += Buffer.byteLength(batchString); } catch (error) { logger.error("Error appending batch to file", error); throw error; } }, }; async function createNewLogFile() { currentFileNumber++; currentFilePath = path.join( USER_ASSETS_DIR, `${config.promptLoggingFilePrefix}${currentFileNumber}.jsonl` ); currentFileSize = 0; await fs.writeFile(currentFilePath, ""); logger.info(`Created new log file: ${currentFilePath}`); }
a1enjoyer/aboba
src/shared/prompt-logging/backends/file.ts
TypeScript
unknown
2,756
export * as sheets from "./sheets"; export { fileBackend as file } from "./file";
a1enjoyer/aboba
src/shared/prompt-logging/backends/index.ts
TypeScript
unknown
82
/* Google Sheets backend for prompt logger. Upon every flush, this backend writes the batch to a Sheets spreadsheet. If the sheet becomes too large, it will create a new sheet and continue writing there. This is essentially a really shitty ORM for Sheets. Absolutely no concurrency support because it relies on local state to match up with the remote state. */ import { google, sheets_v4 } from "googleapis"; import type { CredentialBody } from "google-auth-library"; import type { GaxiosResponse } from "googleapis-common"; import { config } from "../../../config"; import { logger } from "../../../logger"; import { PromptLogEntry } from ".."; // There is always a sheet called __index__ which contains a list of all the // other sheets. We use this rather than iterating over all the sheets in case // the user needs to manually work with the spreadsheet. // If no __index__ sheet exists, we will assume that the spreadsheet is empty // and create one. type IndexSheetModel = { /** * Stored in cell B2. Set on startup; if it changes, we assume that another * instance of the proxy is writing to the spreadsheet and stop. */ lockId: string; /** * Data starts at row 4. Row 1-3 are headers */ rows: { logSheetName: string; createdAt: string; rowCount: number }[]; }; type LogSheetModel = { sheetName: string; rows: { model: string; endpoint: string; promptRaw: string; promptFlattened: string; response: string; }[]; }; const MAX_ROWS_PER_SHEET = 2000; const log = logger.child({ module: "sheets" }); let sheetsClient: sheets_v4.Sheets | null = null; /** Called when log backend aborts to tell the log queue to stop. */ let stopCallback: (() => void) | null = null; /** Lock/synchronization ID for this session. */ let lockId = Math.random().toString(36).substring(2, 15); /** In-memory cache of the index sheet. */ let indexSheet: IndexSheetModel | null = null; /** In-memory cache of the active log sheet. */ let activeLogSheet: LogSheetModel | null = null; /** * Loads the __index__ sheet into memory. By default, asserts that the lock ID * has not changed since the start of the session. */ const loadIndexSheet = async (assertLockId = true) => { const client = sheetsClient!; const spreadsheetId = config.googleSheetsSpreadsheetId!; log.info({ assertLockId }, "Loading __index__ sheet."); const res = await client.spreadsheets.values.get({ spreadsheetId: spreadsheetId, range: "__index__!A1:D", majorDimension: "ROWS", }); const data = assertData(res); if (!data.values || data.values[2][0] !== "logSheetName") { log.error({ values: data.values }, "Unexpected format for __index__ sheet"); throw new Error("Unexpected format for __index__ sheet"); } if (assertLockId) { const lockIdCell = data.values[1][1]; if (lockIdCell !== lockId) { log.error( { receivedLock: lockIdCell, expectedLock: lockId }, "Another instance of the proxy is writing to the spreadsheet; stopping." ); stop(); throw new Error(`Lock ID assertion failed`); } } const rows = data.values.slice(3).map((row) => { return { logSheetName: row[0], createdAt: row[1], rowCount: row[2], }; }); indexSheet = { lockId, rows }; }; /** Creates empty __index__ sheet for a new spreadsheet. */ const createIndexSheet = async () => { const client = sheetsClient!; const spreadsheetId = config.googleSheetsSpreadsheetId!; log.info("Creating empty __index__ sheet."); const res = await client.spreadsheets.batchUpdate({ spreadsheetId: spreadsheetId, requestBody: { requests: [ { addSheet: { properties: { title: "__index__", gridProperties: { rowCount: 1, columnCount: 3 }, }, }, }, ], }, }); assertData(res); indexSheet = { lockId, rows: [] }; await writeIndexSheet(); }; /** Writes contents of in-memory indexSheet to the remote __index__ sheet. */ const writeIndexSheet = async () => { const client = sheetsClient!; const spreadsheetId = config.googleSheetsSpreadsheetId!; const headerRows = [ ["Don't edit this sheet while the server is running.", "", ""], ["Lock ID", lockId, ""], ["logSheetName", "createdAt", "rowCount"], ]; const contentRows = indexSheet!.rows.map((row) => { return [row.logSheetName, row.createdAt, row.rowCount]; }); log.info("Persisting __index__ sheet."); await client.spreadsheets.values.batchUpdate({ spreadsheetId: spreadsheetId, requestBody: { valueInputOption: "RAW", data: [ { range: "__index__!A1:D", values: [...headerRows, ...contentRows] }, ], }, }); }; /** Creates a new log sheet, adds it to the index, and sets it as active. */ const createLogSheet = async () => { const client = sheetsClient!; const spreadsheetId = config.googleSheetsSpreadsheetId!; // Sheet name format is Log_YYYYMMDD_HHMMSS const sheetName = `Log_${new Date() .toISOString() // YYYY-MM-DDTHH:MM:SS.sssZ -> YYYYMMDD_HHMMSS .replace(/[-:.]/g, "") .replace(/T/, "_") .substring(0, 15)}`; log.info({ sheetName }, "Creating new log sheet."); const res = await client.spreadsheets.batchUpdate({ spreadsheetId: spreadsheetId, requestBody: { requests: [ { addSheet: { properties: { title: sheetName, gridProperties: { rowCount: MAX_ROWS_PER_SHEET, columnCount: 5 }, }, }, }, ], }, }); assertData(res); // Increase row/column size and wrap text for readability. const sheetId = res.data.replies![0].addSheet!.properties!.sheetId; await client.spreadsheets.batchUpdate({ spreadsheetId: spreadsheetId, requestBody: { requests: [ { repeatCell: { range: { sheetId }, cell: { userEnteredFormat: { wrapStrategy: "WRAP", verticalAlignment: "TOP", }, }, fields: "*", }, }, { updateDimensionProperties: { range: { sheetId, dimension: "COLUMNS", startIndex: 3, endIndex: 5, }, properties: { pixelSize: 500 }, fields: "pixelSize", }, }, { updateDimensionProperties: { range: { sheetId, dimension: "ROWS", startIndex: 1, }, properties: { pixelSize: 200 }, fields: "pixelSize", }, }, ], }, }); await client.spreadsheets.values.batchUpdate({ spreadsheetId: spreadsheetId, requestBody: { valueInputOption: "RAW", data: [ { range: `${sheetName}!A1:E`, values: [ ["model", "endpoint", "prompt json", "prompt string", "response"], ], }, ], }, }); indexSheet!.rows.push({ logSheetName: sheetName, createdAt: new Date().toISOString(), rowCount: 0, }); await writeIndexSheet(); activeLogSheet = { sheetName, rows: [] }; }; export const appendBatch = async (batch: PromptLogEntry[]) => { if (!activeLogSheet) { // Create a new log sheet if we don't have one yet. await createLogSheet(); } else { // Check lock to ensure we're the only instance writing to the spreadsheet. await loadIndexSheet(true); } const client = sheetsClient!; const spreadsheetId = config.googleSheetsSpreadsheetId!; const sheetName = activeLogSheet!.sheetName; const newRows = batch.map((entry) => { return [ entry.model, entry.endpoint, entry.promptRaw.slice(-50000), entry.promptFlattened.slice(-50000), entry.response.slice(0, 50000), ]; }); log.info({ sheetName, rowCount: newRows.length }, "Appending log batch."); const data = await client.spreadsheets.values.append({ spreadsheetId: spreadsheetId, range: `${sheetName}!A1:D`, valueInputOption: "RAW", requestBody: { values: newRows, majorDimension: "ROWS" }, }); assertData(data); if (data.data.updates && data.data.updates.updatedRows) { const newRowCount = data.data.updates.updatedRows; log.info({ sheetName, rowCount: newRowCount }, "Successfully appended."); activeLogSheet!.rows = activeLogSheet!.rows.concat( newRows.map((row) => ({ model: row[0], endpoint: row[1], promptRaw: row[2], promptFlattened: row[3], response: row[4], })) ); } else { // We didn't receive an error but we didn't get any updates either. // We may need to create a new sheet and throw to make the queue retry the // batch. log.warn( { sheetName, rowCount: newRows.length }, "No updates received from append. Creating new sheet and retrying." ); await createLogSheet(); throw new Error("No updates received from append."); } await finalizeBatch(); }; const finalizeBatch = async () => { const sheetName = activeLogSheet!.sheetName; const rowCount = activeLogSheet!.rows.length; const indexRow = indexSheet!.rows.find( ({ logSheetName }) => logSheetName === sheetName )!; indexRow.rowCount = rowCount; if (rowCount >= MAX_ROWS_PER_SHEET) { await createLogSheet(); // Also updates index sheet } else { await writeIndexSheet(); } log.info({ sheetName, rowCount }, "Batch finalized."); }; type LoadLogSheetArgs = { sheetName: string; /** The starting row to load. If omitted, loads all rows (expensive). */ fromRow?: number; }; /** Not currently used. */ export const loadLogSheet = async ({ sheetName, fromRow = 2, // omit header row }: LoadLogSheetArgs) => { const client = sheetsClient!; const spreadsheetId = config.googleSheetsSpreadsheetId!; const range = `${sheetName}!A${fromRow}:E`; const res = await client.spreadsheets.values.get({ spreadsheetId: spreadsheetId, range, }); const data = assertData(res); const values = data.values || []; const rows = values.slice(1).map((row) => { return { model: row[0], endpoint: row[1], promptRaw: row[2], promptFlattened: row[3], response: row[4], }; }); activeLogSheet = { sheetName, rows }; }; export const init = async (onStop: () => void) => { if (sheetsClient) { return; } if (!config.googleSheetsKey || !config.googleSheetsSpreadsheetId) { throw new Error( "Missing required Google Sheets config. Refer to documentation for setup instructions." ); } log.info("Initializing Google Sheets backend."); const encodedCreds = config.googleSheetsKey; // encodedCreds is a base64-encoded JSON key from the GCP console. const creds: CredentialBody = JSON.parse( Buffer.from(encodedCreds, "base64").toString("utf8").trim() ); const auth = new google.auth.GoogleAuth({ scopes: ["https://www.googleapis.com/auth/spreadsheets"], credentials: creds, }); sheetsClient = google.sheets({ version: "v4", auth }); stopCallback = onStop; const sheetId = config.googleSheetsSpreadsheetId; const res = await sheetsClient.spreadsheets.get({ spreadsheetId: sheetId, }); if (!res.data) { const { status, statusText, headers } = res; log.error( { res: { status, statusText, headers }, creds: { client_email: creds.client_email?.slice(0, 5) + "********", private_key: creds.private_key?.slice(0, 5) + "********", }, sheetId: config.googleSheetsSpreadsheetId, }, "Could not connect to Google Sheets." ); stop(); throw new Error("Could not connect to Google Sheets."); } else { const sheetTitle = res.data.properties?.title; log.info({ sheetId, sheetTitle }, "Connected to Google Sheets."); } // Load or create the index sheet and write the lockId to it. try { log.info("Loading index sheet."); await loadIndexSheet(false); await writeIndexSheet(); } catch (e) { log.warn({ error: e.message }, "Could not load index sheet. Creating a new one."); await createIndexSheet(); } }; /** Called during some unrecoverable error to tell the log queue to stop. */ function stop() { log.warn("Stopping Google Sheets backend."); if (stopCallback) { stopCallback(); } sheetsClient = null; } function assertData<T = sheets_v4.Schema$ValueRange>(res: GaxiosResponse<T>) { if (!res.data) { const { status, statusText, headers } = res; log.error( { res: { status, statusText, headers } }, "Unexpected response from Google Sheets API." ); } return res.data!; }
a1enjoyer/aboba
src/shared/prompt-logging/backends/sheets.ts
TypeScript
unknown
12,779
import { config } from "../../config"; import type { EventLogEntry } from "../database"; import { eventsRepo } from "../database/repos/event"; export const logEvent = (payload: Omit<EventLogEntry, "date">) => { if (!config.eventLogging) { return; } eventsRepo.logEvent({ ...payload, date: new Date().toISOString() }); };
a1enjoyer/aboba
src/shared/prompt-logging/event-logger.ts
TypeScript
unknown
332
/* Logs prompts and model responses to a persistent storage backend, if enabled. Since the proxy is generally deployed to free-tier services, our options for persistent storage are pretty limited. We'll use Google Sheets as a makeshift database for now. Due to the limitations of Google Sheets, we'll queue up log entries and flush them to the API periodically. */ export interface PromptLogEntry { model: string; endpoint: string; /** JSON prompt passed to the model */ promptRaw: string; /** Prompt with user and assistant messages flattened into a single string */ promptFlattened: string; response: string; // TODO: temperature, top_p, top_k, etc. } export interface LogBackend { init: (onStop: () => void) => Promise<void>; appendBatch: (batch: PromptLogEntry[]) => Promise<void>; } export * as logQueue from "./log-queue"; export * as eventLogger from "./event-logger";
a1enjoyer/aboba
src/shared/prompt-logging/index.ts
TypeScript
unknown
901
/* Queues incoming prompts/responses and periodically flushes them to configured * logging backend. */ import { logger } from "../../logger"; import { LogBackend, PromptLogEntry } from "."; import { sheets, file } from "./backends"; import { config } from "../../config"; import { assertNever } from "../utils"; const FLUSH_INTERVAL = 1000 * 10; const MAX_BATCH_SIZE = 25; const queue: PromptLogEntry[] = []; const log = logger.child({ module: "log-queue" }); let started = false; let timeoutId: NodeJS.Timeout | null = null; let retrying = false; let consecutiveFailedBatches = 0; let backend: LogBackend; export const enqueue = (payload: PromptLogEntry) => { if (!started) { log.warn("Log queue not started, discarding incoming log entry."); return; } queue.push(payload); }; export const flush = async () => { if (!started) { return; } if (queue.length > 0) { const batchSize = Math.min(MAX_BATCH_SIZE, queue.length); const nextBatch = queue.splice(0, batchSize); log.info({ size: nextBatch.length }, "Submitting new batch."); try { await backend.appendBatch(nextBatch); retrying = false; consecutiveFailedBatches = 0; } catch (e: any) { if (retrying) { log.error( { message: e.message, stack: e.stack }, "Failed twice to flush batch, discarding." ); retrying = false; consecutiveFailedBatches++; } else { // Put the batch back at the front of the queue and try again log.warn( { message: e.message, stack: e.stack }, "Failed to flush batch. Retrying." ); queue.unshift(...nextBatch); retrying = true; setImmediate(() => flush()); return; } } } const useHalfInterval = queue.length > MAX_BATCH_SIZE / 2; scheduleFlush(useHalfInterval); }; export const start = async () => { const type = config.promptLoggingBackend!; try { switch (type) { case "google_sheets": backend = sheets; await sheets.init(() => stop()); break; case "file": backend = file; await file.init(() => stop()); break; default: assertNever(type) } log.info("Logging backend initialized."); started = true; } catch (e) { log.error({ error: e.message }, "Could not initialize logging backend."); return; } scheduleFlush(); }; export const stop = () => { if (timeoutId) { clearTimeout(timeoutId); } log.info("Stopping log queue."); started = false; }; const scheduleFlush = (halfInterval = false) => { if (consecutiveFailedBatches > 3) { // TODO: may cause memory issues on busy servers, though if we crash that // may actually fix the problem with logs randomly not being flushed. const oneMinute = 60 * 1000; const maxBackoff = 10 * oneMinute; const backoff = Math.min(consecutiveFailedBatches * oneMinute, maxBackoff); timeoutId = setTimeout(() => { flush(); }, backoff); log.warn( { consecutiveFailedBatches, backoffMs: backoff }, "Failed to flush 3 batches in a row, pausing for a few minutes." ); return; } if (halfInterval) { log.warn( { queueSize: queue.length }, "Queue is falling behind, switching to faster flush interval." ); } timeoutId = setTimeout( () => { flush(); }, halfInterval ? FLUSH_INTERVAL / 2 : FLUSH_INTERVAL ); };
a1enjoyer/aboba
src/shared/prompt-logging/log-queue.ts
TypeScript
unknown
3,468
import { config } from "../config"; import { ModelFamily } from "./models"; // technically slightly underestimates, because completion tokens cost more // than prompt tokens but we don't track those separately right now export function getTokenCostUsd(model: ModelFamily, tokens: number) { let cost = 0; switch (model) { case "gpt4o": case "azure-gpt4o": cost = 0.000005; break; case "azure-gpt4-turbo": case "gpt4-turbo": cost = 0.00001; break; case "azure-o1": case "o1": // Currently we do not track output tokens separately, and O1 uses // considerably more output tokens that other models for its hidden // reasoning. The official O1 pricing is $15/1M input tokens and $60/1M // output tokens so we will return a higher estimate here. cost = 0.00002; break case "azure-o1-mini": case "o1-mini": cost = 0.000005; // $3/1M input tokens, $12/1M output tokens break case "azure-gpt4-32k": case "gpt4-32k": cost = 0.00006; break; case "azure-gpt4": case "gpt4": cost = 0.00003; break; case "azure-turbo": case "turbo": cost = 0.000001; break; case "azure-dall-e": cost = 0.00001; break; case "aws-claude": case "gcp-claude": case "claude": cost = 0.000008; break; case "aws-claude-opus": case "gcp-claude-opus": case "claude-opus": cost = 0.000015; break; case "aws-mistral-tiny": case "mistral-tiny": cost = 0.00000025; break; case "aws-mistral-small": case "mistral-small": cost = 0.0000003; break; case "aws-mistral-medium": case "mistral-medium": cost = 0.00000275; break; case "aws-mistral-large": case "mistral-large": cost = 0.000003; break; } return cost * Math.max(0, tokens); } export function prettyTokens(tokens: number): string { const absTokens = Math.abs(tokens); if (absTokens < 1000) { return tokens.toString(); } else if (absTokens < 1000000) { return (tokens / 1000).toFixed(1) + "k"; } else if (absTokens < 1000000000) { return (tokens / 1000000).toFixed(2) + "m"; } else { return (tokens / 1000000000).toFixed(3) + "b"; } } export function getCostSuffix(cost: number) { if (!config.showTokenCosts) return ""; return ` ($${cost.toFixed(2)})`; }
a1enjoyer/aboba
src/shared/stats.ts
TypeScript
unknown
2,416
import { Response } from "express"; import { IncomingMessage } from "http"; export function initializeSseStream(res: Response) { res.statusCode = 200; res.setHeader("Content-Type", "text/event-stream; charset=utf-8"); res.setHeader("Cache-Control", "no-cache"); res.setHeader("Connection", "keep-alive"); res.setHeader("X-Accel-Buffering", "no"); // nginx-specific fix res.flushHeaders(); } /** * Copies headers received from upstream API to the SSE response, excluding * ones we need to set ourselves for SSE to work. */ export function copySseResponseHeaders( proxyRes: IncomingMessage, res: Response ) { const toOmit = [ "content-length", "content-encoding", "transfer-encoding", "content-type", "connection", "cache-control", ]; for (const [key, value] of Object.entries(proxyRes.headers)) { if (!toOmit.includes(key) && value) { res.setHeader(key, value); } } }
a1enjoyer/aboba
src/shared/streaming.ts
TypeScript
unknown
935
import { getTokenizer } from "@anthropic-ai/tokenizer"; import { Tiktoken } from "tiktoken/lite"; import { AnthropicChatMessage } from "../api-schemas"; import { libSharp } from "../file-storage"; import { logger } from "../../logger"; const log = logger.child({ module: "tokenizer", service: "anthropic" }); let encoder: Tiktoken; let userRoleCount = 0; let assistantRoleCount = 0; export function init() { // they export a `countTokens` function too but it instantiates a new // tokenizer every single time and it is not fast... encoder = getTokenizer(); userRoleCount = encoder.encode("\n\nHuman: ", "all").length; assistantRoleCount = encoder.encode("\n\nAssistant: ", "all").length; return true; } export async function getTokenCount( prompt: string | { system: string; messages: AnthropicChatMessage[] } ) { if (typeof prompt !== "string") { return getTokenCountForMessages(prompt); } if (prompt.length > 800000) { throw new Error("Content is too large to tokenize."); } return { tokenizer: "@anthropic-ai/tokenizer", token_count: encoder.encode(prompt.normalize("NFKC"), "all").length, }; } async function getTokenCountForMessages({ system, messages, }: { system: string; messages: AnthropicChatMessage[]; }) { let numTokens = 0; numTokens += (await getTokenCount(system)).token_count; for (const message of messages) { const { content, role } = message; numTokens += role === "user" ? userRoleCount : assistantRoleCount; const parts = Array.isArray(content) ? content : [{ type: "text" as const, text: content }]; for (const part of parts) { switch (part.type) { case "text": const { text } = part; if (text.length > 800000 || numTokens > 200000) { throw new Error("Text content is too large to tokenize."); } numTokens += encoder.encode(text.normalize("NFKC"), "all").length; break; case "image": numTokens += await getImageTokenCount(part.source.data); break; default: throw new Error(`Unsupported Anthropic content type.`); } } } if (messages[messages.length - 1].role !== "assistant") { numTokens += assistantRoleCount; } return { tokenizer: "@anthropic-ai/tokenizer", token_count: numTokens }; } async function getImageTokenCount(b64: string) { // https://docs.anthropic.com/claude/docs/vision // If your image's long edge is more than 1568 pixels, or your image is more // than ~1600 tokens, it will first be scaled down, preserving aspect ratio, // until it is within size limits. Assuming your image does not need to be // resized, you can estimate the number of tokens used via this simple // algorithm: // tokens = (width px * height px)/750 const buffer = Buffer.from(b64, "base64"); const image = libSharp(buffer); const metadata = await image.metadata(); if (!metadata || !metadata.width || !metadata.height) { throw new Error("Prompt includes an image that could not be parsed"); } const MAX_TOKENS = 1600; const MAX_LENGTH_PX = 1568; const PIXELS_PER_TOKEN = 750; const { width, height } = metadata; let tokens = (width * height) / PIXELS_PER_TOKEN; // Resize the image if it's too large if (tokens > MAX_TOKENS || width > MAX_LENGTH_PX || height > MAX_LENGTH_PX) { const longestEdge = Math.max(width, height); let factor; if (tokens > MAX_TOKENS) { const targetPixels = PIXELS_PER_TOKEN * MAX_TOKENS; factor = Math.sqrt(targetPixels / (width * height)); } else { factor = MAX_LENGTH_PX / longestEdge; } const scaledWidth = width * factor; const scaledHeight = height * factor; tokens = (scaledWidth * scaledHeight) / 750; } log.debug({ width, height, tokens }, "Calculated Claude Vision token cost"); return Math.ceil(tokens); }
a1enjoyer/aboba
src/shared/tokenization/claude.ts
TypeScript
unknown
3,901
export { init, countTokens } from "./tokenizer";
a1enjoyer/aboba
src/shared/tokenization/index.ts
TypeScript
unknown
49
import * as tokenizer from "./mistral-tokenizer-js"; import { MistralAIChatMessage } from "../api-schemas"; export function init() { tokenizer.initializemistralTokenizer(); return true; } export function getTokenCount(prompt: MistralAIChatMessage[] | string) { if (typeof prompt === "string") { return getTextTokenCount(prompt); } let chunks = []; for (const message of prompt) { switch (message.role) { case "system": chunks.push(message.content); break; case "assistant": chunks.push(message.content + "</s>"); break; case "user": chunks.push("[INST] " + message.content + " [/INST]"); break; } } return getTextTokenCount(chunks.join(" ")); } function getTextTokenCount(prompt: string) { if (prompt.length > 800000) { throw new Error("Content is too large to tokenize."); } return { tokenizer: "mistral-tokenizer-js", token_count: tokenizer.encode(prompt.normalize("NFKC"))!.length, }; }
a1enjoyer/aboba
src/shared/tokenization/mistral.ts
TypeScript
unknown
1,009
import { Tiktoken } from "tiktoken/lite"; import cl100k_base from "tiktoken/encoders/cl100k_base.json"; import { logger } from "../../logger"; import { libSharp } from "../file-storage"; import { GoogleAIChatMessage, OpenAIChatMessage } from "../api-schemas"; const log = logger.child({ module: "tokenizer", service: "openai" }); const GPT4_VISION_SYSTEM_PROMPT_SIZE = 170; let encoder: Tiktoken; export function init() { encoder = new Tiktoken( cl100k_base.bpe_ranks, cl100k_base.special_tokens, cl100k_base.pat_str ); return true; } // Tested against: // https://github.com/openai/openai-cookbook/blob/main/examples/How_to_count_tokens_with_tiktoken.ipynb export async function getTokenCount( prompt: string | OpenAIChatMessage[], model: string ) { if (typeof prompt === "string") { return getTextTokenCount(prompt); } const oldFormatting = model.startsWith("turbo-0301"); const vision = model.includes("vision"); const tokensPerMessage = oldFormatting ? 4 : 3; const tokensPerName = oldFormatting ? -1 : 1; // older formatting replaces role with name if name is present let numTokens = vision ? GPT4_VISION_SYSTEM_PROMPT_SIZE : 0; for (const message of prompt) { numTokens += tokensPerMessage; for (const key of Object.keys(message)) { { let textContent: string = ""; const value = message[key as keyof OpenAIChatMessage]; if (!value) continue; if (Array.isArray(value)) { for (const item of value) { if (item.type === "text") { textContent += item.text; } else if (["image", "image_url"].includes(item.type)) { const { url, detail } = item.image_url; const cost = await getGpt4VisionTokenCost(url, detail); numTokens += cost ?? 0; } } } else { textContent = value; } if (textContent.length > 800000 || numTokens > 200000) { throw new Error("Content is too large to tokenize."); } numTokens += encoder.encode(textContent).length; if (key === "name") { numTokens += tokensPerName; } } } } numTokens += 3; // every reply is primed with <|start|>assistant<|message|> return { tokenizer: "tiktoken", token_count: numTokens }; } async function getGpt4VisionTokenCost( url: string, detail: "auto" | "low" | "high" = "auto" ) { // For now we do not allow remote images as the proxy would have to download // them, which is a potential DoS vector. if (!url.startsWith("data:image/")) { throw new Error( "Remote images are not supported. Add the image to your prompt as a base64 data URL." ); } const base64Data = url.split(",")[1]; const buffer = Buffer.from(base64Data, "base64"); const image = libSharp(buffer); const metadata = await image.metadata(); if (!metadata || !metadata.width || !metadata.height) { throw new Error("Prompt includes an image that could not be parsed"); } const { width, height } = metadata; let selectedDetail: "low" | "high"; if (detail === "auto") { const threshold = 512 * 512; const imageSize = width * height; selectedDetail = imageSize > threshold ? "high" : "low"; } else { selectedDetail = detail; } // https://platform.openai.com/docs/guides/vision/calculating-costs if (selectedDetail === "low") { log.info( { width, height, tokens: 85 }, "Using fixed GPT-4-Vision token cost for low detail image" ); return 85; } let newWidth = width; let newHeight = height; if (width > 2048 || height > 2048) { const aspectRatio = width / height; if (width > height) { newWidth = 2048; newHeight = Math.round(2048 / aspectRatio); } else { newHeight = 2048; newWidth = Math.round(2048 * aspectRatio); } } if (newWidth < newHeight) { newHeight = Math.round((newHeight / newWidth) * 768); newWidth = 768; } else { newWidth = Math.round((newWidth / newHeight) * 768); newHeight = 768; } const tiles = Math.ceil(newWidth / 512) * Math.ceil(newHeight / 512); const tokens = 170 * tiles + 85; log.info( { width, height, newWidth, newHeight, tiles, tokens }, "Calculated GPT-4-Vision token cost for high detail image" ); return tokens; } function getTextTokenCount(prompt: string) { if (prompt.length > 500000) { return { tokenizer: "length fallback", token_count: 100000, }; } return { tokenizer: "tiktoken", token_count: encoder.encode(prompt).length, }; } // Model Resolution Price // DALL·E 3 1024×1024 $0.040 / image // 1024×1792, 1792×1024 $0.080 / image // DALL·E 3 HD 1024×1024 $0.080 / image // 1024×1792, 1792×1024 $0.120 / image // DALL·E 2 1024×1024 $0.020 / image // 512×512 $0.018 / image // 256×256 $0.016 / image export const DALLE_TOKENS_PER_DOLLAR = 100000; /** * OpenAI image generation with DALL-E doesn't use tokens but everything else * in the application does. There is a fixed cost for each image generation * request depending on the model and selected quality/resolution parameters, * which we convert to tokens at a rate of 100000 tokens per dollar. */ export function getOpenAIImageCost(params: { model: "dall-e-2" | "dall-e-3"; quality: "standard" | "hd"; resolution: "512x512" | "256x256" | "1024x1024" | "1024x1792" | "1792x1024"; n: number | null; }) { const { model, quality, resolution, n } = params; const usd = (() => { switch (model) { case "dall-e-2": switch (resolution) { case "512x512": return 0.018; case "256x256": return 0.016; case "1024x1024": return 0.02; default: throw new Error("Invalid resolution"); } case "dall-e-3": switch (resolution) { case "1024x1024": return quality === "standard" ? 0.04 : 0.08; case "1024x1792": case "1792x1024": return quality === "standard" ? 0.08 : 0.12; default: throw new Error("Invalid resolution"); } default: throw new Error("Invalid image generation model"); } })(); const tokens = (n ?? 1) * (usd * DALLE_TOKENS_PER_DOLLAR); return { tokenizer: `openai-image cost`, token_count: Math.ceil(tokens), }; } export function estimateGoogleAITokenCount( prompt: string | GoogleAIChatMessage[] ) { if (typeof prompt === "string") { return getTextTokenCount(prompt); } const tokensPerMessage = 3; let numTokens = 0; for (const message of prompt) { numTokens += tokensPerMessage; numTokens += encoder.encode(message.parts[0].text).length; } numTokens += 3; return { tokenizer: "tiktoken (google-ai estimate)", token_count: numTokens, }; }
a1enjoyer/aboba
src/shared/tokenization/openai.ts
TypeScript
unknown
6,902
import { Request } from "express"; import { assertNever } from "../utils"; import { getTokenCount as getClaudeTokenCount, init as initClaude, } from "./claude"; import { estimateGoogleAITokenCount, getOpenAIImageCost, getTokenCount as getOpenAITokenCount, init as initOpenAi, } from "./openai"; import { getTokenCount as getMistralAITokenCount, init as initMistralAI, } from "./mistral"; import { APIFormat } from "../key-management"; import { AnthropicChatMessage, GoogleAIChatMessage, MistralAIChatMessage, OpenAIChatMessage, } from "../api-schemas"; export async function init() { initClaude(); initOpenAi(); initMistralAI(); } type OpenAIChatTokenCountRequest = { prompt: OpenAIChatMessage[]; completion?: never; service: "openai"; }; type AnthropicChatTokenCountRequest = { prompt: { system: string; messages: AnthropicChatMessage[] }; completion?: never; service: "anthropic-chat"; }; type GoogleAIChatTokenCountRequest = { prompt: GoogleAIChatMessage[]; completion?: never; service: "google-ai"; }; type MistralAIChatTokenCountRequest = { prompt: string | MistralAIChatMessage[]; completion?: never; service: "mistral-ai" | "mistral-text"; }; type FlatPromptTokenCountRequest = { prompt: string; completion?: never; service: "openai-text" | "anthropic-text" | "google-ai"; }; type StringCompletionTokenCountRequest = { prompt?: never; completion: string; service: APIFormat; }; type OpenAIImageCompletionTokenCountRequest = { prompt?: never; completion?: never; service: "openai-image"; }; /** * Tagged union via `service` field of the different types of requests that can * be made to the tokenization service, for both prompts and completions */ type TokenCountRequest = { req: Request } & ( | OpenAIChatTokenCountRequest | AnthropicChatTokenCountRequest | GoogleAIChatTokenCountRequest | MistralAIChatTokenCountRequest | FlatPromptTokenCountRequest | StringCompletionTokenCountRequest | OpenAIImageCompletionTokenCountRequest ); type TokenCountResult = { token_count: number; /** Additional tokens for reasoning, if applicable. */ reasoning_tokens?: number; tokenizer: string; tokenization_duration_ms: number; }; export async function countTokens({ req, service, prompt, completion, }: TokenCountRequest): Promise<TokenCountResult> { const time = process.hrtime(); switch (service) { case "anthropic-chat": case "anthropic-text": return { ...(await getClaudeTokenCount(prompt ?? completion)), tokenization_duration_ms: getElapsedMs(time), }; case "openai": case "openai-text": return { ...(await getOpenAITokenCount(prompt ?? completion, req.body.model)), tokenization_duration_ms: getElapsedMs(time), }; case "openai-image": return { ...getOpenAIImageCost({ model: req.body.model, quality: req.body.quality, resolution: req.body.size, n: parseInt(req.body.n, 10) || null, }), tokenization_duration_ms: getElapsedMs(time), }; case "google-ai": // TODO: Can't find a tokenization library for Gemini. There is an API // endpoint for it but it adds significant latency to the request. return { ...estimateGoogleAITokenCount(prompt ?? (completion || [])), tokenization_duration_ms: getElapsedMs(time), }; case "mistral-ai": case "mistral-text": return { ...getMistralAITokenCount(prompt ?? completion), tokenization_duration_ms: getElapsedMs(time), }; default: assertNever(service); } } function getElapsedMs(time: [number, number]) { const diff = process.hrtime(time); return diff[0] * 1000 + diff[1] / 1e6; }
a1enjoyer/aboba
src/shared/tokenization/tokenizer.ts
TypeScript
unknown
3,789
import { ZodType, z } from "zod"; import { MODEL_FAMILIES, ModelFamily } from "../models"; import { makeOptionalPropsNullable } from "../utils"; // This just dynamically creates a Zod object type with a key for each model // family and an optional number value. export const tokenCountsSchema: ZodType<UserTokenCounts> = z.object( MODEL_FAMILIES.reduce( (acc, family) => ({ ...acc, [family]: z.number().optional().default(0) }), {} as Record<ModelFamily, ZodType<number>> ) ); export const UserSchema = z .object({ /** User's personal access token. */ token: z.string(), /** IP addresses the user has connected from. */ ip: z.array(z.string()), /** User's nickname. */ nickname: z.string().max(80).optional(), /** * The user's privilege level. * - `normal`: Default role. Subject to usual rate limits and quotas. * - `special`: Special role. Higher quotas and exempt from * auto-ban/lockout. **/ type: z.enum(["normal", "special", "temporary"]), /** Number of prompts the user has made. */ promptCount: z.number(), /** * @deprecated Use `tokenCounts` instead. * Never used; retained for backwards compatibility. */ tokenCount: z.any().optional(), /** Number of tokens the user has consumed, by model family. */ tokenCounts: tokenCountsSchema, /** Maximum number of tokens the user can consume, by model family. */ tokenLimits: tokenCountsSchema, /** User-specific token refresh amount, by model family. */ tokenRefresh: tokenCountsSchema, /** Time at which the user was created. */ createdAt: z.number(), /** Time at which the user last connected. */ lastUsedAt: z.number().optional(), /** Time at which the user was disabled, if applicable. */ disabledAt: z.number().optional(), /** Reason for which the user was disabled, if applicable. */ disabledReason: z.string().optional(), /** Time at which the user will expire and be disabled (for temp users). */ expiresAt: z.number().optional(), /** The user's maximum number of IP addresses; supercedes global max. */ maxIps: z.coerce.number().int().min(0).optional(), /** Private note about the user. */ adminNote: z.string().optional(), meta: z.record(z.any()).optional(), }) .strict(); /** * Variant of `UserSchema` which allows for partial updates, and makes any * optional properties on the base schema nullable. Null values are used to * indicate that the property should be deleted from the user object. */ export const UserPartialSchema = makeOptionalPropsNullable(UserSchema) .partial() .extend({ token: z.string() }); export type UserTokenCounts = { [K in ModelFamily]: number | undefined; }; export type User = z.infer<typeof UserSchema>; export type UserUpdate = z.infer<typeof UserPartialSchema>;
a1enjoyer/aboba
src/shared/users/schema.ts
TypeScript
unknown
2,862
/** * Basic user management. Handles creation and tracking of proxy users, personal * access tokens, and quota management. Supports in-memory and Firebase Realtime * Database persistence stores. * * Users are identified solely by their personal access token. The token is * used to authenticate the user for all proxied requests. */ import admin from "firebase-admin"; import schedule from "node-schedule"; import { v4 as uuid } from "uuid"; import { config } from "../../config"; import { logger } from "../../logger"; import { getFirebaseApp } from "../firebase"; import { APIFormat } from "../key-management"; import { getAwsBedrockModelFamily, getGcpModelFamily, getAzureOpenAIModelFamily, getClaudeModelFamily, getGoogleAIModelFamily, getMistralAIModelFamily, getOpenAIModelFamily, MODEL_FAMILIES, ModelFamily, } from "../models"; import { assertNever } from "../utils"; import { User, UserTokenCounts, UserUpdate } from "./schema"; const log = logger.child({ module: "users" }); const INITIAL_TOKENS: Required<UserTokenCounts> = MODEL_FAMILIES.reduce( (acc, family) => ({ ...acc, [family]: 0 }), {} as Record<ModelFamily, number> ); const users: Map<string, User> = new Map(); const usersToFlush = new Set<string>(); let quotaRefreshJob: schedule.Job | null = null; let userCleanupJob: schedule.Job | null = null; export async function init() { log.info({ store: config.gatekeeperStore }, "Initializing user store..."); if (config.gatekeeperStore === "firebase_rtdb") { await initFirebase(); } if (config.quotaRefreshPeriod) { const crontab = getRefreshCrontab(); quotaRefreshJob = schedule.scheduleJob(crontab, refreshAllQuotas); if (!quotaRefreshJob) { throw new Error( "Unable to schedule quota refresh. Is QUOTA_REFRESH_PERIOD set correctly?" ); } log.debug( { nextRefresh: quotaRefreshJob.nextInvocation() }, "Scheduled token quota refresh." ); } userCleanupJob = schedule.scheduleJob("* * * * *", cleanupExpiredTokens); log.info("User store initialized."); } /** * Creates a new user and returns their token. Optionally accepts parameters * for setting an expiry date and/or token limits for temporary users. **/ export function createUser(createOptions?: { type?: User["type"]; expiresAt?: number; tokenLimits?: User["tokenLimits"]; tokenRefresh?: User["tokenRefresh"]; }) { const token = uuid(); const newUser: User = { token, ip: [], type: "normal", promptCount: 0, tokenCounts: { ...INITIAL_TOKENS }, tokenLimits: createOptions?.tokenLimits ?? { ...config.tokenQuota }, tokenRefresh: createOptions?.tokenRefresh ?? { ...INITIAL_TOKENS }, createdAt: Date.now(), meta: {}, }; if (createOptions?.type === "temporary") { Object.assign(newUser, { type: "temporary", expiresAt: createOptions.expiresAt, }); } else { Object.assign(newUser, { type: createOptions?.type ?? "normal" }); } users.set(token, newUser); usersToFlush.add(token); return token; } /** Returns the user with the given token if they exist. */ export function getUser(token: string) { return users.get(token); } /** Returns a list of all users. */ export function getUsers() { return Array.from(users.values()).map((user) => ({ ...user })); } /** * Upserts the given user. Intended for use with the /admin API for updating * arbitrary fields on a user; use the other functions in this module for * specific use cases. `undefined` values are left unchanged. `null` will delete * the property from the user. * * Returns the upserted user. */ export function upsertUser(user: UserUpdate) { const existing: User = users.get(user.token) ?? { token: user.token, ip: [], type: "normal", promptCount: 0, tokenCounts: { ...INITIAL_TOKENS }, tokenLimits: { ...config.tokenQuota }, tokenRefresh: { ...INITIAL_TOKENS }, createdAt: Date.now(), meta: {}, }; const updates: Partial<User> = {}; for (const field of Object.entries(user)) { const [key, value] = field as [keyof User, any]; // already validated by zod if (value === undefined || key === "token") continue; if (value === null) { delete existing[key]; } else { updates[key] = value; } } if (updates.tokenCounts) { for (const family of MODEL_FAMILIES) { updates.tokenCounts[family] ??= 0; } } if (updates.tokenLimits) { for (const family of MODEL_FAMILIES) { updates.tokenLimits[family] ??= 0; } } // tokenRefresh is a special case where we want to merge the existing and // updated values for each model family, ignoring falsy values. if (updates.tokenRefresh) { const merged = { ...existing.tokenRefresh }; for (const family of MODEL_FAMILIES) { merged[family] = updates.tokenRefresh[family] || existing.tokenRefresh[family]; } updates.tokenRefresh = merged; } users.set(user.token, Object.assign(existing, updates)); usersToFlush.add(user.token); // Immediately schedule a flush to the database if we're using Firebase. if (config.gatekeeperStore === "firebase_rtdb") { setImmediate(flushUsers); } return users.get(user.token); } /** Increments the prompt count for the given user. */ export function incrementPromptCount(token: string) { const user = users.get(token); if (!user) return; user.promptCount++; usersToFlush.add(token); } /** Increments token consumption for the given user and model. */ export function incrementTokenCount( token: string, model: string, api: APIFormat, consumption: number ) { const user = users.get(token); if (!user) return; const modelFamily = getModelFamilyForQuotaUsage(model, api); const existing = user.tokenCounts[modelFamily] ?? 0; user.tokenCounts[modelFamily] = existing + consumption; usersToFlush.add(token); } /** * Given a user's token and IP address, authenticates the user and adds the IP * to the user's list of IPs. Returns the user if they exist and are not * disabled, otherwise returns undefined. */ export function authenticate( token: string, ip: string ): { user?: User; result: "success" | "disabled" | "not_found" | "limited" } { const user = users.get(token); if (!user) return { result: "not_found" }; if (user.disabledAt) return { result: "disabled" }; const newIp = !user.ip.includes(ip); const userLimit = user.maxIps ?? config.maxIpsPerUser; const enforcedLimit = user.type === "special" || !userLimit ? Infinity : userLimit; if (newIp && user.ip.length >= enforcedLimit) { if (config.maxIpsAutoBan) { user.ip.push(ip); disableUser(token, "IP address limit exceeded."); return { result: "disabled" }; } return { result: "limited" }; } else if (newIp) { user.ip.push(ip); } user.lastUsedAt = Date.now(); usersToFlush.add(token); return { user, result: "success" }; } export function hasAvailableQuota({ userToken, model, api, requested, }: { userToken: string; model: string; api: APIFormat; requested: number; }) { const user = users.get(userToken); if (!user) return false; if (user.type === "special") return true; const modelFamily = getModelFamilyForQuotaUsage(model, api); const { tokenCounts, tokenLimits } = user; const tokenLimit = tokenLimits[modelFamily]; if (!tokenLimit) return true; const tokensConsumed = (tokenCounts[modelFamily] ?? 0) + requested; return tokensConsumed < tokenLimit; } /** * For the given user, sets token limits for each model family to the sum of the * current count and the refresh amount, up to the default limit. If a quota is * not specified for a model family, it is not touched. */ export function refreshQuota(token: string) { const user = users.get(token); if (!user) return; const { tokenQuota } = config; const { tokenCounts, tokenLimits, tokenRefresh } = user; // Get default quotas for each model family. const defaultQuotas = Object.entries(tokenQuota) as [ModelFamily, number][]; // If any user-specific refresh quotas are present, override default quotas. const userQuotas = defaultQuotas.map( ([f, q]) => [f, (tokenRefresh[f] ?? 0) || q] as const /* narrow to tuple */ ); userQuotas // Ignore families with no global or user-specific refresh quota. .filter(([, q]) => q > 0) // Increase family token limit by the family's refresh amount. .forEach(([f, q]) => (tokenLimits[f] = (tokenCounts[f] ?? 0) + q)); usersToFlush.add(token); } export function resetUsage(token: string) { const user = users.get(token); if (!user) return; const { tokenCounts } = user; const counts = Object.entries(tokenCounts) as [ModelFamily, number][]; counts.forEach(([model]) => (tokenCounts[model] = 0)); usersToFlush.add(token); } /** Disables the given user, optionally providing a reason. */ export function disableUser(token: string, reason?: string) { const user = users.get(token); if (!user) return; user.disabledAt = Date.now(); user.disabledReason = reason; if (!user.meta) { user.meta = {}; } // manually banned tokens cannot be refreshed user.meta.refreshable = false; usersToFlush.add(token); } export function getNextQuotaRefresh() { if (!quotaRefreshJob) return "never (manual refresh only)"; return quotaRefreshJob.nextInvocation().getTime(); } /** * Cleans up expired temporary tokens by disabling tokens past their access * expiry date and permanently deleting tokens three days after their access * expiry date. */ function cleanupExpiredTokens() { const now = Date.now(); let disabled = 0; let deleted = 0; for (const user of users.values()) { if (user.type !== "temporary") continue; if (user.expiresAt && user.expiresAt < now && !user.disabledAt) { disableUser(user.token, "Temporary token expired."); if (!user.meta) { user.meta = {}; } user.meta.refreshable = config.captchaMode !== "none"; disabled++; } const purgeTimeout = config.powTokenPurgeHours * 60 * 60 * 1000; if (user.disabledAt && user.disabledAt + purgeTimeout < now) { users.delete(user.token); usersToFlush.add(user.token); deleted++; } } log.trace({ disabled, deleted }, "Expired tokens cleaned up."); } function refreshAllQuotas() { let count = 0; for (const user of users.values()) { if (user.type === "temporary") continue; refreshQuota(user.token); count++; } log.info( { refreshed: count, nextRefresh: quotaRefreshJob!.nextInvocation() }, "Token quotas refreshed." ); } // TODO: Firebase persistence is pretend right now and just polls the in-memory // store to sync it with Firebase when it changes. Will refactor to abstract // persistence layer later so we can support multiple stores. let firebaseTimeout: NodeJS.Timeout | undefined; const USERS_REF = process.env.FIREBASE_USERS_REF_NAME ?? "users"; async function initFirebase() { log.info("Connecting to Firebase..."); const app = getFirebaseApp(); const db = admin.database(app); const usersRef = db.ref(USERS_REF); const snapshot = await usersRef.once("value"); const users: Record<string, User> | null = snapshot.val(); firebaseTimeout = setInterval(flushUsers, 20 * 1000); if (!users) { log.info("No users found in Firebase."); return; } for (const token in users) { upsertUser(users[token]); } usersToFlush.clear(); const numUsers = Object.keys(users).length; log.info({ users: numUsers }, "Loaded users from Firebase"); } async function flushUsers() { const app = getFirebaseApp(); const db = admin.database(app); const usersRef = db.ref(USERS_REF); const updates: Record<string, User> = {}; const deletions = []; for (const token of usersToFlush) { const user = users.get(token); if (!user) { deletions.push(token); continue; } updates[token] = user; } usersToFlush.clear(); const numUpdates = Object.keys(updates).length + deletions.length; if (numUpdates === 0) { return; } await usersRef.update(updates); await Promise.all(deletions.map((token) => usersRef.child(token).remove())); log.info( { users: Object.keys(updates).length, deletions: deletions.length }, "Flushed changes to Firebase" ); } function getModelFamilyForQuotaUsage( model: string, api: APIFormat ): ModelFamily { // "azure" here is added to model names by the Azure key provider to // differentiate between Azure and OpenAI variants of the same model. if (model.includes("azure")) return getAzureOpenAIModelFamily(model); if (model.includes("anthropic.")) return getAwsBedrockModelFamily(model); if (model.startsWith("claude-") && model.includes("@")) return getGcpModelFamily(model); switch (api) { case "openai": case "openai-text": case "openai-image": return getOpenAIModelFamily(model); case "anthropic-chat": case "anthropic-text": return getClaudeModelFamily(model); case "google-ai": return getGoogleAIModelFamily(model); case "mistral-ai": case "mistral-text": return getMistralAIModelFamily(model); default: assertNever(api); } } function getRefreshCrontab() { switch (config.quotaRefreshPeriod!) { case "hourly": return "0 * * * *"; case "daily": return "0 0 * * *"; default: return config.quotaRefreshPeriod ?? "0 0 * * *"; } }
a1enjoyer/aboba
src/shared/users/user-store.ts
TypeScript
unknown
13,482
import { Query } from "express-serve-static-core"; import sanitize from "sanitize-html"; import { z } from "zod"; export function parseSort(sort: Query["sort"]) { if (!sort) return null; if (typeof sort === "string") return sort.split(","); if (Array.isArray(sort)) return sort.splice(3) as string[]; return null; } export function sortBy(fields: string[], asc = true) { return (a: any, b: any) => { for (const field of fields) { if (a[field] !== b[field]) { // always sort nulls to the end if (a[field] == null) return 1; if (b[field] == null) return -1; const valA = Array.isArray(a[field]) ? a[field].length : a[field]; const valB = Array.isArray(b[field]) ? b[field].length : b[field]; const result = valA < valB ? -1 : 1; return asc ? result : -result; } } return 0; }; } export function paginate(set: unknown[], page: number, pageSize: number = 20) { const p = Math.max(1, Math.min(page, Math.ceil(set.length / pageSize))); return { page: p, items: set.slice((p - 1) * pageSize, p * pageSize), pageSize, pageCount: Math.ceil(set.length / pageSize), totalCount: set.length, nextPage: p * pageSize < set.length ? p + 1 : null, prevPage: p > 1 ? p - 1 : null, }; } export function sanitizeAndTrim( input?: string | null, options: sanitize.IOptions = { allowedTags: [], allowedAttributes: {}, } ) { return sanitize((input ?? "").trim(), options); } // https://github.com/colinhacks/zod/discussions/2050#discussioncomment-5018870 export function makeOptionalPropsNullable<Schema extends z.AnyZodObject>( schema: Schema ) { const entries = Object.entries(schema.shape) as [ keyof Schema["shape"], z.ZodTypeAny, ][]; const newProps = entries.reduce( (acc, [key, value]) => { acc[key] = value instanceof z.ZodOptional ? value.unwrap().nullable() : value; return acc; }, {} as { [key in keyof Schema["shape"]]: Schema["shape"][key] extends z.ZodOptional< infer T > ? z.ZodNullable<T> : Schema["shape"][key]; } ); return z.object(newProps); } export function redactIp(ip: string) { const ipv6 = ip.includes(":"); return ipv6 ? "redacted:ipv6" : ip.replace(/\.\d+\.\d+$/, ".xxx.xxx"); } export function assertNever(x: never): never { throw new Error(`Called assertNever with argument ${x}.`); } export function encodeCursor(v: string) { return Buffer.from(JSON.stringify(v)).toString("base64"); } export function decodeCursor(cursor?: string) { if (!cursor) return null; return JSON.parse(Buffer.from(cursor, "base64").toString("utf-8")); }
a1enjoyer/aboba
src/shared/utils.ts
TypeScript
unknown
2,693
<% if (flashData) { let flashStyle = { title: "", style: "" }; switch (flashData.type) { case "success": flashStyle.title = "✅ Success:"; flashStyle.style = "color: green; background-color: #ddffee; padding: 1em"; break; case "error": flashStyle.title = "⚠️ Error:"; flashStyle.style = "color: red; background-color: #eedddd; padding: 1em"; break; case "warning": flashStyle.title = "⚠️ Alert:"; flashStyle.style = "color: darkorange; background-color: #ffeecc; padding: 1em"; break; case "info": flashStyle.title = "ℹ️ Notice:"; flashStyle.style = "color: blue; background-color: #ddeeff; padding: 1em"; break; } %> <p style="<%= flashStyle.style %>"> <strong><%= flashStyle.title %></strong> <%= flashData.message %> </p> <% } %>
a1enjoyer/aboba
src/shared/views/partials/shared_flash.ejs
ejs
unknown
842
<!doctype html> <html lang="en"> <head> <meta charset="utf-8" /> <meta name="csrf-token" content="<%= csrfToken %>" /> <title><%= title %></title> <link rel="stylesheet" href="/res/css/reset.css" media="screen" /> <link rel="stylesheet" href="/res/css/sakura.css" media="screen" /> <link rel="stylesheet" href="/res/css/sakura-dark.css" media="screen and (prefers-color-scheme: dark)" /> <style> body { font-family: sans-serif; padding: 1em; max-width: 800px; } details summary { cursor: pointer; font-weight: bold; } details > *:not(summary) { margin: 0.5em; } .pagination { list-style-type: none; padding: 0; } .pagination li { display: inline-block; } .pagination li a { display: block; padding: 0.5em 1em; border-bottom: none; text-decoration: none; } .pagination li.active a { background-color: #58739c; color: #fff; } table.striped tr:nth-child(even) { background-color: #eaeaea; } table.full-width { width: calc(100vw - 4em); position: relative; left: 50%; right: 50%; margin-left: calc(-50vw + 2em); margin-right: calc(-50vw + 2em); } th.active { background-color: #e0e6f6; } td.actions { padding: 0; width: 0; text-align: center; } td.actions a { text-decoration: none; background-color: transparent; padding: 0.5em; height: 100%; width: 100%; } td.actions:hover { background-color: #e0e6f6; } tr > td, tr > th { border-right: 1px solid #dedede; } @media (max-width: 800px) { body { padding: 0.5em; } table.full-width { width: 100%; position: static; left: auto; right: auto; margin-left: 0; margin-right: 0; } } @media (prefers-color-scheme: dark) { table.striped tr:nth-child(even) { background-color: #333; } th.active { background-color: #446; } td.actions:hover { background-color: #446; } tr > td, tr > th { border-right: 1px solid #444; } } </style> </head> <body> <%- include("partials/shared_flash", { flashData: flash }) %>
a1enjoyer/aboba
src/shared/views/partials/shared_header.ejs
ejs
unknown
2,572
<div> <label for="pageSize">Page Size</label> <select id="pageSize" onchange="setPageSize(this.value)" style="margin-bottom: 1rem;"> <option value="10" <% if (pageSize === 10) { %>selected<% } %>>10</option> <option value="20" <% if (pageSize === 20) { %>selected<% } %>>20</option> <option value="50" <% if (pageSize === 50) { %>selected<% } %>>50</option> <option value="100" <% if (pageSize === 100) { %>selected<% } %>>100</option> <option value="200" <% if (pageSize === 200) { %>selected<% } %>>200</option> </select> </div> <script> function getPageSize() { const match = window.location.search.match(/perPage=(\d+)/); if (match) return parseInt(match[1]); else return document.cookie.match(/perPage=(\d+)/)?.[1] ?? 10; } function setPageSize(size) { document.cookie = "perPage=" + size + "; path=/admin"; window.location.reload(); } document.getElementById("pageSize").value = getPageSize(); </script>
a1enjoyer/aboba
src/shared/views/partials/shared_pagination.ejs
ejs
unknown
964
<p> Next refresh: <time><%- nextQuotaRefresh %></time> </p> <% const quotaTableId = Math.random().toString(36).slice(2); %> <div> <label for="quota-family-filter-<%= quotaTableId %>">Filter:</label> <input type="text" id="quota-family-filter-<%= quotaTableId %>" oninput="filterQuotaTable(this, '<%= quotaTableId %>')" /> </div> <table class="striped" id="quota-table-<%= quotaTableId %>"> <thead> <tr> <th scope="col">Model Family</th> <th scope="col">Usage</th> <% if (showTokenCosts) { %> <th scope="col">Cost</th> <% } %> <th scope="col">Limit</th> <th scope="col">Remaining</th> <th scope="col" colspan="<%= showRefreshEdit ? 2 : 1 %>">Refresh Amount</th> </tr> </thead> <tbody> <% Object.entries(quota).forEach(([key, limit]) => { %> <tr> <th scope="row"><%- key %></th> <td><%- prettyTokens(user.tokenCounts[key]) %></td> <% if (showTokenCosts) { %> <td>$<%- tokenCost(key, user.tokenCounts[key]).toFixed(2) %></td> <% } %> <% if (!user.tokenLimits[key]) { %> <td colspan="2" style="text-align: center">unlimited</td> <% } else { %> <td><%- prettyTokens(user.tokenLimits[key]) %></td> <td><%- prettyTokens(user.tokenLimits[key] - user.tokenCounts[key]) %></td> <% } %> <% if (user.type === "temporary") { %> <td>N/A</td> <% } else { %> <td><%- prettyTokens(user.tokenRefresh[key] || quota[key]) %></td> <% } %> <% if (showRefreshEdit) { %> <td class="actions"> <a title="Edit" id="edit-refresh" href="#" data-field="tokenRefresh_<%= key %>" data-token="<%= user.token %>" data-modelFamily="<%= key %>" >✏️</a > </td> <% } %> </tr> <% }) %> </tbody> </table> <script> function filterQuotaTable(input, tableId) { const filter = input.value.toLowerCase(); const table = document.getElementById("quota-table-" + tableId); const rows = table.querySelectorAll("tbody tr"); for (const row of rows) { const modelFamily = row.querySelector("th").textContent; if (modelFamily.toLowerCase().includes(filter)) { row.style.display = ""; } else { row.style.display = "none"; } } } </script>
a1enjoyer/aboba
src/shared/views/partials/shared_quota-info.ejs
ejs
unknown
2,345
<a href="#" id="ip-list-toggle">Show all (<%- user.ip.length %>)</a> <ol id="ip-list" style="display: none"> <% user.ip.forEach((ip) => { %> <li><code><%- shouldRedact ? redactIp(ip) : ip %></code></li> <% }) %> </ol> <script> document.getElementById("ip-list-toggle").addEventListener("click", (e) => { e.preventDefault(); document.getElementById("ip-list").style.display = "block"; document.getElementById("ip-list-toggle").style.display = "none"; }); </script>
a1enjoyer/aboba
src/shared/views/partials/shared_user_ip_list.ejs
ejs
unknown
487
import cookieParser from "cookie-parser"; import expressSession from "express-session"; import MemoryStore from "memorystore"; import { config, SECRET_SIGNING_KEY } from "../config"; const ONE_WEEK = 1000 * 60 * 60 * 24 * 7; const cookieParserMiddleware = cookieParser(SECRET_SIGNING_KEY); const sessionMiddleware = expressSession({ secret: SECRET_SIGNING_KEY, resave: false, saveUninitialized: false, store: new (MemoryStore(expressSession))({ checkPeriod: ONE_WEEK }), cookie: { sameSite: "strict", maxAge: ONE_WEEK, signed: true, secure: !config.useInsecureCookies, }, }); const withSession = [cookieParserMiddleware, sessionMiddleware]; export { withSession };
a1enjoyer/aboba
src/shared/with-session.ts
TypeScript
unknown
698
import express, { Router } from "express"; import { injectCsrfToken, checkCsrfToken } from "../shared/inject-csrf"; import { browseImagesRouter } from "./web/browse-images"; import { selfServiceRouter } from "./web/self-service"; import { powRouter } from "./web/pow-captcha"; import { injectLocals } from "../shared/inject-locals"; import { withSession } from "../shared/with-session"; import { config } from "../config"; const userRouter = Router(); userRouter.use( express.json({ limit: "1mb" }), express.urlencoded({ extended: true, limit: "1mb" }) ); userRouter.use(withSession); userRouter.use(injectCsrfToken, checkCsrfToken); userRouter.use(injectLocals); if (config.showRecentImages) { userRouter.use(browseImagesRouter); } if (config.captchaMode !== "none") { userRouter.use("/captcha", powRouter); } userRouter.use(selfServiceRouter); userRouter.use( ( err: Error, req: express.Request, res: express.Response, _next: express.NextFunction ) => { const data: any = { message: err.message, stack: err.stack, status: 500 }; const isCsrfError = err.message === "invalid csrf token"; if (isCsrfError) { res.clearCookie("csrf"); req.session.csrf = undefined; } if (req.accepts("json", "html") === "json") { const message = isCsrfError ? "CSRF token mismatch; try refreshing the page" : err.message; return res.status(500).json({ error: message }); } else { return res.status(500).render("user_error", { ...data, flash: null }); } } ); export { userRouter };
a1enjoyer/aboba
src/user/routes.ts
TypeScript
unknown
1,573
import express, { Request, Response } from "express"; import { getLastNImages } from "../../shared/file-storage/image-history"; import { paginate } from "../../shared/utils"; import { ipLimiter } from "../../proxy/rate-limit"; const IMAGES_PER_PAGE = 24; const metadataCacheTTL = 1000 * 60 * 3; let metadataCache: string | null = null; let metadataCacheValid = 0; const handleImageHistoryPage = (req: Request, res: Response) => { const page = parseInt(req.query.page as string) || 1; const allImages = getLastNImages(); const { items, pageCount } = paginate(allImages, page, IMAGES_PER_PAGE); res.render("image_history", { images: items, pagination: { currentPage: page, totalPages: pageCount, }, }); }; const handleMetadataRequest = (_req: Request, res: Response) => { res.setHeader("Cache-Control", "public, max-age=180"); res.setHeader("Content-Type", "application/json"); res.setHeader( "Content-Disposition", `attachment; filename="image-metadata-${new Date().toISOString()}.json"` ); if (new Date().getTime() - metadataCacheValid < metadataCacheTTL) { return res.status(200).send(metadataCache); } const images = getLastNImages().map(({ prompt, url }) => ({ url, prompt })); const metadata = { exportedAt: new Date().toISOString(), totalImages: images.length, images, }; metadataCache = JSON.stringify(metadata, null, 2); metadataCacheValid = new Date().getTime(); res.status(200).send(metadataCache); }; export const browseImagesRouter = express.Router(); browseImagesRouter.get("/image-history", handleImageHistoryPage); browseImagesRouter.get( "/image-history/metadata", ipLimiter, handleMetadataRequest );
a1enjoyer/aboba
src/user/web/browse-images.ts
TypeScript
unknown
1,711
import crypto from "crypto"; import express from "express"; import argon2 from "@node-rs/argon2"; import { z } from "zod"; import { signMessage } from "../../shared/hmac-signing"; import { authenticate, createUser, getUser, upsertUser, } from "../../shared/users/user-store"; import { config } from "../../config"; /** Lockout time after verification in milliseconds */ const LOCKOUT_TIME = 1000 * 60; // 60 seconds let powKeySalt = crypto.randomBytes(32).toString("hex"); /** * Invalidates any outstanding unsolved challenges. */ export function invalidatePowChallenges() { powKeySalt = crypto.randomBytes(32).toString("hex"); } const argon2Params = { ARGON2_TIME_COST: parseInt(process.env.ARGON2_TIME_COST || "8"), ARGON2_MEMORY_KB: parseInt(process.env.ARGON2_MEMORY_KB || String(1024 * 64)), ARGON2_PARALLELISM: parseInt(process.env.ARGON2_PARALLELISM || "1"), ARGON2_HASH_LENGTH: parseInt(process.env.ARGON2_HASH_LENGTH || "32"), }; /** * Work factor for each difficulty. This is the expected number of hashes that * will be computed to solve the challenge, on average. The actual number of * hashes will vary due to randomness. */ const workFactors = { extreme: 4000, high: 1900, medium: 900, low: 200 }; type Challenge = { /** Salt */ s: string; /** Argon2 hash length */ hl: number; /** Argon2 time cost */ t: number; /** Argon2 memory cost */ m: number; /** Argon2 parallelism */ p: number; /** Challenge target value (difficulty) */ d: string; /** Expiry time in milliseconds */ e: number; /** IP address of the client */ ip?: string; /** Challenge version */ v?: number; /** Usertoken for refreshing */ token?: string; }; const verifySchema = z.object({ challenge: z.object({ s: z .string() .min(1) .max(64) .regex(/^[0-9a-f]+$/), hl: z.number().int().positive().max(64), t: z.number().int().positive().min(2).max(10), m: z .number() .int() .positive() .max(1024 * 1024 * 2), p: z.number().int().positive().max(16), d: z.string().regex(/^[0-9]+n$/), e: z.number().int().positive(), ip: z.string().min(1).max(64).optional(), v: z.literal(1).optional(), token: z.string().min(1).max(64).optional(), }), solution: z.string().min(1).max(64), signature: z.string().min(1), proxyKey: z.string().min(1).max(1024).optional(), }); const challengeSchema = z.object({ action: z.union([z.literal("new"), z.literal("refresh")]), refreshToken: z.string().min(1).max(64).optional(), proxyKey: z.string().min(1).max(1024).optional(), }); /** Solutions by timestamp */ const solves = new Map<string, number>(); /** Recent attempts by IP address */ const recentAttempts = new Map<string, number>(); setInterval(() => { const now = Date.now(); for (const [ip, timestamp] of recentAttempts) { if (now - timestamp > LOCKOUT_TIME) { recentAttempts.delete(ip); } } for (const [key, timestamp] of solves) { if (now - timestamp > config.powChallengeTimeout * 1000 * 60) { solves.delete(key); } } }, 1000); function generateChallenge(clientIp?: string, token?: string): Challenge { let workFactor = (typeof config.powDifficultyLevel === "number" ? config.powDifficultyLevel : workFactors[config.powDifficultyLevel]) || 1000; // If this is a token refresh, halve the work factor if (token) { workFactor = Math.floor(workFactor / 2); } const hashBits = BigInt(argon2Params.ARGON2_HASH_LENGTH) * 8n; const hashMax = 2n ** hashBits; const targetValue = hashMax / BigInt(workFactor); return { s: crypto.randomBytes(32).toString("hex"), hl: argon2Params.ARGON2_HASH_LENGTH, t: argon2Params.ARGON2_TIME_COST, m: argon2Params.ARGON2_MEMORY_KB, p: argon2Params.ARGON2_PARALLELISM, d: targetValue.toString() + "n", e: Date.now() + config.powChallengeTimeout * 1000 * 60, ip: clientIp, token, }; } async function verifySolution( challenge: Challenge, solution: string, logger: any ): Promise<boolean> { logger.info({ solution, challenge }, "Verifying solution"); const hash = await argon2.hashRaw(String(solution), { salt: Buffer.from(challenge.s, "hex"), outputLen: challenge.hl, timeCost: challenge.t, memoryCost: challenge.m, parallelism: challenge.p, algorithm: argon2.Algorithm.Argon2id, }); const hashStr = hash.toString("hex"); const target = BigInt(challenge.d.slice(0, -1)); const hashValue = BigInt("0x" + hashStr); const result = hashValue <= target; logger.info({ hashStr, target, hashValue, result }, "Solution verified"); return result; } function verifyTokenRefreshable(token: string, req: express.Request) { const ip = req.ip; const user = getUser(token); if (!user) { req.log.warn({ token }, "Cannot refresh token - not found"); return false; } if (user.type !== "temporary") { req.log.warn({ token }, "Cannot refresh token - wrong token type"); return false; } if (!user.meta?.refreshable) { req.log.warn({ token }, "Cannot refresh token - not refreshable"); return false; } if (!user.ip.includes(ip)) { // If there are available slots, add the IP to the list const { result } = authenticate(token, ip); if (result === "limited") { req.log.warn({ token, ip }, "Cannot refresh token - IP limit reached"); return false; } } req.log.info({ token: `...${token.slice(-5)}` }, "Allowing token refresh"); return true; } const router = express.Router(); router.post("/challenge", (req, res) => { const data = challengeSchema.safeParse(req.body); if (!data.success) { res .status(400) .json({ error: "Invalid challenge request", details: data.error }); return; } const { action, refreshToken, proxyKey } = data.data; if (config.proxyKey && proxyKey !== config.proxyKey) { res.status(401).json({ error: "Invalid proxy password" }); return; } if (action === "refresh") { if (!refreshToken || !verifyTokenRefreshable(refreshToken, req)) { res.status(400).json({ error: "Not allowed to refresh that token; request a new one", }); return; } const challenge = generateChallenge(req.ip, refreshToken); const signature = signMessage(challenge, powKeySalt); res.json({ challenge, signature }); } else { const challenge = generateChallenge(req.ip); const signature = signMessage(challenge, powKeySalt); res.json({ challenge, signature }); } }); router.post("/verify", async (req, res) => { const ip = req.ip; req.log.info("Got verification request"); if (recentAttempts.has(ip)) { const error = "Rate limited; wait a minute before trying again"; req.log.info({ error }, "Verification rejected"); res.status(429).json({ error }); return; } const result = verifySchema.safeParse(req.body); if (!result.success) { const error = "Invalid verify request"; req.log.info({ error, result }, "Verification rejected"); res.status(400).json({ error, details: result.error }); return; } const { challenge, signature, solution } = result.data; if (signMessage(challenge, powKeySalt) !== signature) { const error = "Invalid signature; server may have restarted since challenge was issued. Please request a new challenge."; req.log.info({ error }, "Verification rejected"); res.status(400).json({ error }); return; } if (config.proxyKey && result.data.proxyKey !== config.proxyKey) { const error = "Invalid proxy password"; req.log.info({ error }, "Verification rejected"); res.status(401).json({ error, password: result.data.proxyKey }); return; } if (challenge.ip && challenge.ip !== ip) { const error = "Solution must be verified from original IP address"; req.log.info( { error, challengeIp: challenge.ip, clientIp: ip }, "Verification rejected" ); res.status(400).json({ error }); return; } if (solves.has(signature)) { const error = "Reused signature"; req.log.info({ error }, "Verification rejected"); res.status(400).json({ error }); return; } if (Date.now() > challenge.e) { const error = "Verification took too long"; req.log.info({ error }, "Verification rejected"); res.status(400).json({ error }); return; } if (challenge.token && !verifyTokenRefreshable(challenge.token, req)) { res.status(400).json({ error: "Not allowed to refresh that usertoken" }); return; } recentAttempts.set(ip, Date.now()); try { const success = await verifySolution(challenge, solution, req.log); if (!success) { recentAttempts.set(ip, Date.now() + 1000 * 60 * 60 * 6); req.log.warn("Bogus solution, client blocked"); res.status(400).json({ error: "Solution failed verification" }); return; } solves.set(signature, Date.now()); } catch (err) { req.log.error(err, "Error verifying proof-of-work"); res.status(500).json({ error: "Internal error" }); return; } if (challenge.token) { const user = getUser(challenge.token); if (user) { upsertUser({ token: challenge.token, expiresAt: Date.now() + config.powTokenHours * 60 * 60 * 1000, disabledAt: null, disabledReason: null, }); req.log.info( { token: `...${challenge.token.slice(-5)}` }, "Token refreshed" ); return res.json({ success: true, token: challenge.token }); } } else { const newToken = issueToken(req); return res.json({ success: true, token: newToken }); } }); router.get("/", (_req, res) => { res.render("user_request_token", { keyRequired: !!config.proxyKey, difficultyLevel: config.powDifficultyLevel, tokenLifetime: config.powTokenHours, tokenMaxIps: config.powTokenMaxIps, challengeTimeout: config.powChallengeTimeout, }); }); // const ipTokenCache = new Map<string, Set<string>>(); // // function buildIpTokenCountCache() { // ipTokenCache.clear(); // const users = getUsers().filter((u) => u.type === "temporary"); // for (const user of users) { // for (const ip of user.ip) { // if (!ipTokenCache.has(ip)) { // ipTokenCache.set(ip, new Set()); // } // ipTokenCache.get(ip)?.add(user.token); // } // } // } function issueToken(req: express.Request) { const token = createUser({ type: "temporary", expiresAt: Date.now() + config.powTokenHours * 60 * 60 * 1000, }); upsertUser({ token, ip: [req.ip], maxIps: config.powTokenMaxIps, meta: { refreshable: true }, }); req.log.info( { ip: req.ip, token: `...${token.slice(-5)}` }, "Proof-of-work token issued" ); return token; } export { router as powRouter };
a1enjoyer/aboba
src/user/web/pow-captcha.ts
TypeScript
unknown
10,821
import { Router } from "express"; import { UserPartialSchema } from "../../shared/users/schema"; import * as userStore from "../../shared/users/user-store"; import { ForbiddenError, BadRequestError } from "../../shared/errors"; import { sanitizeAndTrim } from "../../shared/utils"; import { config } from "../../config"; const router = Router(); router.use((req, res, next) => { if (req.session.userToken) { res.locals.currentSelfServiceUser = userStore.getUser(req.session.userToken) || null; } next(); }); router.get("/", (_req, res) => { res.redirect("/"); }); router.get("/lookup", (_req, res) => { const ipLimit = (res.locals.currentSelfServiceUser?.maxIps ?? config.maxIpsPerUser) || 0; res.render("user_lookup", { user: res.locals.currentSelfServiceUser, ipLimit, }); }); router.post("/lookup", (req, res) => { const token = req.body.token; const user = userStore.getUser(token); req.log.info( { token: truncateToken(token), success: !!user }, "User self-service lookup" ); if (!user) { req.session.flash = { type: "error", message: "Invalid user token." }; return res.redirect("/user/lookup"); } req.session.userToken = user.token; return res.redirect("/user/lookup"); }); router.post("/edit-nickname", (req, res) => { const existing = res.locals.currentSelfServiceUser; if (!existing) { throw new ForbiddenError("Not logged in."); } else if (!config.allowNicknameChanges || existing.disabledAt) { throw new ForbiddenError("Nickname changes are not allowed."); } else if (!config.maxIpsAutoBan && !existing.ip.includes(req.ip)) { throw new ForbiddenError( "Nickname changes are only allowed from registered IPs." ); } const schema = UserPartialSchema.pick({ nickname: true }) .strict() .transform((v) => ({ nickname: sanitizeAndTrim(v.nickname) })); const result = schema.safeParse(req.body); if (!result.success) { throw new BadRequestError(result.error.message); } const newNickname = result.data.nickname || null; userStore.upsertUser({ token: existing.token, nickname: newNickname }); req.session.flash = { type: "success", message: "Nickname updated." }; return res.redirect("/user/lookup"); }); function truncateToken(token: string) { const sliceLength = Math.max(Math.floor(token.length / 8), 1); return `${token.slice(0, sliceLength)}...${token.slice(-sliceLength)}`; } export { router as selfServiceRouter };
a1enjoyer/aboba
src/user/web/self-service.ts
TypeScript
unknown
2,470
<%- include("partials/shared_header", { title: "Image History" }) %> <h1>Image History</h1> <% if (images && images.length > 0) { %> <div class="image-history"> <% images.forEach(function(image) { %> <div class="image-entry"> <% const thumbUrl = image.url.replace(/\.png$/, "_t.jpg"); %> <a href="<%= image.url %>" target="_blank"> <img src="<%= thumbUrl %>" alt="<%= image.prompt %>" title="<%= image.prompt %>" /> </a> </div> <% }); %> </div> <div> <p><a href="/user/image-history/metadata">Download JSON metadata for all images</a> (data may be delayed)</p> </div> <% if (pagination && pagination.totalPages > 1) { %> <div class="pagination"> <% const pageWindow = 5; %> <% const startPage = Math.max(1, pagination.currentPage - pageWindow); %> <% const endPage = Math.min(pagination.totalPages, pagination.currentPage + pageWindow); %> <% if (startPage > 1) { %> <a href="?page=1">1</a> <% if (startPage > 2) { %>...<% } %> <% } %> <% for (let i = startPage; i <= endPage; i++) { %> <a href="?page=<%= i %>" class="<%= i === pagination.currentPage ? 'active' : '' %>"><%= i %></a> <% } %> <% if (endPage < pagination.totalPages) { %> <% if (endPage < pagination.totalPages - 1) { %>...<% } %> <a href="?page=<%= pagination.totalPages %>"><%= pagination.totalPages %></a> <% } %> </div> <% } %> <% } else { %> <p>No images found.</p> <% } %> <style> .image-history { display: grid; grid-template-columns: repeat(6, 1fr); gap: 10px; } .image-entry { margin: 10px; } .pagination { text-align: center; margin-top: 20px; } a.active { font-weight: bold; } @media screen and (max-width: 1200px) { .image-history { grid-template-columns: repeat(4, 1fr); } } @media screen and (max-width: 900px) { .image-history { grid-template-columns: repeat(3, 1fr); } } @media screen and (max-width: 600px) { .image-history { grid-template-columns: repeat(2, 1fr); } } </style> <%- include("partials/user_footer") %>
a1enjoyer/aboba
src/user/web/views/image_history.ejs
ejs
unknown
2,163
<noscript> <p style="color: darkorange; background-color: #ffeecc; padding: 1em"> JavaScript needs to be enabled to complete verification. </p> </noscript> <style> #captcha-container { max-width: 550px; margin: 20px auto; } @media (max-width: 1000px) { #captcha-container { max-width: unset; margin: 30px; } } #captcha-container details { margin: 10px 0; } #captcha-container details p { margin-left: 20px; } #captcha-container details li { margin: 2px 0 0 20px; line-height: 1.5; } #captcha-control { display: flex; flex-direction: column; justify-content: space-between; } #captcha-control button { flex-grow: 1; margin: 10px; padding: 10px 20px; } #captcha-progress-text { width: 100%; height: 20rem; resize: vertical; font-family: monospace; } #captcha-progress-container { margin: 20px 0; } #captcha-progress-container textarea { margin-top: 5px; background-color: transparent; color: inherit; } .progress-bar { width: 100%; height: 20px; background-color: #e0e6f6; border-radius: 5px; overflow: hidden; } .progress { width: 0; height: 100%; background-color: #76c7c0; } #copy-token { border: none; background: none; filter: saturate(0); padding: 0; } #copy-token:hover { filter: saturate(1); } </style> <div style="display: none" id="captcha-container"> <p> Your device needs to be verified before you can receive a token. This might take anywhere from a few seconds to a few minutes, depending on your device and the proxy's security settings. </p> <details> <summary>What is this?</summary> <p> This is a <a href="https://en.wikipedia.org/wiki/Proof_of_work" target="_blank">proof-of-work</a> verification task designed to slow down automated abuse. It requires your device's CPU to find a solution to a cryptographic puzzle, after which a user token will be issued. </p> </details> <details> <summary>How long does verification take?</summary> <p> It depends on the device you're using and the current difficulty level (<code><%= difficultyLevel %></code>). The faster your device, the quicker it will solve the task. </p> <p> An estimate will be displayed once verification starts. Because the task is probabilistic, your device could solve it more quickly or take longer than the estimate. </p> </details> <details> <summary>How often do I need to do this?</summary> <p> Once you've earned a user token, you can use it for <strong><%= `${tokenLifetime} hours` %></strong> before it expires. </p> <p> You can refresh an expired token by returning to this page and verifying again. Subsequent verifications will go faster than the first one. </p> </details> <details> <summary>Other important information</summary> <ul> <li>Don't change your IP address during verification.</li> <li>Don't close this tab until verification is complete.</li> <li> Verification must be finished within <strong><%= `${challengeTimeout} minutes` %></strong>. </li> <li>Your user token will be registered to your current IP address.</li> <li> Up to <strong><%= tokenMaxIps || "unlimited" %></strong> IP addresses total can be registered to your user token. </li> </ul> </details> <details> <summary>Settings</summary> <div> <label for="workers">Workers:</label> <input type="number" id="workers" value="1" min="1" max="32" onchange="spawnWorkers()" /> </div> <p> This controls how many CPU cores will be used to solve the verification task. If your device gets too hot or slows down too much during verification, reduce the number of workers. </p> <p> For fastest verification, set this to the number of physical CPU cores in your device. Setting more workers than you have actual cores will generally only slow down verification. </p> <p>If you don't understand what this means, leave it at the default setting.</p> </details> <form id="captcha-form" style="display: none"> <input type="hidden" name="_csrf" value="<%= csrfToken %>" /> <input type="hidden" name="tokenLifetime" value="<%= tokenLifetime %>" /> </form> <div id="captcha-control"> <button id="worker-control" onclick="toggleWorker()">Start verification</button> </div> <div id="captcha-progress-container" style="display: none"> <label for="captcha-progress-text">Status:</label> <div id="captcha-progress" class="progress-bar"> <div class="progress"></div> </div> <textarea disabled id="captcha-progress-text"></textarea> </div> <div id="captcha-result"></div> </div> <script> let workers = []; let challenge = null; let signature = null; let solution = null; let totalHashes = 0; let startTime = 0; let lastUpdateTime = 0; let reports = 0; let elapsedTime = 0; let workFactor = 0; let active = false; // Safari is all kinds of fucked and throws WASM Memory errors when memory // pressure is high. Batch size and worker count need to be reduced to prevent // this. function isIOSiPadOSWebKit() { const userAgent = navigator.userAgent; const isWebKit = userAgent.includes("Safari") && !userAgent.includes("Chrome") && !userAgent.includes("Android"); const isIOS = /iPad|iPhone|iPod/.test(navigator.platform) || (navigator.platform === "MacIntel" && navigator.maxTouchPoints > 1); return isWebKit && isIOS; } let isMobileWebkit = isIOSiPadOSWebKit(); function handleWorkerMessage(e) { if (solution) { return; } switch (e.data.type) { case "progress": totalHashes += e.data.hashes; reports++; break; case "started": active = true; document.getElementById("worker-control").textContent = "Pause verification"; startTime = Date.now(); lastUpdateTime = startTime; document.getElementById("captcha-progress-container").style.display = "block"; break; case "paused": active = false; document.getElementById("worker-control").textContent = "Start verification"; document.getElementById("workers").disabled = false; break; case "solved": workers.forEach((w, i) => { w.postMessage({ type: "stop" }); setTimeout(() => w.terminate(), 1000 + i * 100); }); workers = []; active = false; solution = e.data.nonce; document.getElementById("captcha-result").textContent = "Solution found. Verifying with server..."; document.getElementById("captcha-control").style.display = "none"; submitVerification(); break; case "error": workers.forEach((w) => w.postMessage({ type: "stop" })); active = false; const msg = e.data.error || "An unknown error occurred."; const debug = e.data.debug || ""; document.getElementById("captcha-result").innerHTML = ` <p style="color:red">Error: ${msg}</p> <pre style="color: red">${debug.stack}</pre> <pre style="color: red">${debug.lastNonce}, ${String(debug.targetValue)}</pre> <p>Refresh the page and try again. Use another device or browser if the problem persists, or lower the number of workers.</p> `; break; } estimateProgress(); } function copyToClipboard(text) { if (!navigator.clipboard) { const textArea = document.createElement("textarea"); textArea.value = text; document.body.appendChild(textArea); textArea.focus(); textArea.select(); document.execCommand("copy"); textArea.remove(); } else { navigator.clipboard.writeText(text); } alert("Copied to clipboard."); } function loadNewChallenge(c, s) { const btn = document.getElementById("worker-control"); btn.textContent = "Start verification"; document.getElementById("captcha-container").style.display = "block"; document.getElementById("workers").disabled = false; const maxWorkers = isMobileWebkit ? 6 : 16; document.getElementById("workers").value = Math.min(maxWorkers, navigator.hardwareConcurrency || 4).toString(); challenge = c; signature = s; solution = null; nonce = 0; startTime = 0; lastUpdateTime = 0; elapsedTime = 0; totalHashes = 0; const targetValue = challenge.d.slice(0, -1); const hashLength = challenge.hl; workFactor = Number(BigInt(2) ** BigInt(8 * hashLength) / BigInt(targetValue)); spawnWorkers(); } function spawnWorkers() { for (const worker of workers) { worker.terminate(); } workers = []; const selectedWorkers = document.getElementById("workers").value; const workerCount = Math.min(32, Math.max(1, parseInt(selectedWorkers))); for (let i = 0; i < workerCount; i++) { const worker = new Worker("/res/js/hash-worker.js"); worker.onmessage = handleWorkerMessage; workers.push(worker); } } function toggleWorker() { if (active) { workers.forEach((w) => w.postMessage({ type: "stop" })); } else { const workerCount = workers.length; const hashSpace = BigInt(challenge.hl * 8) ** BigInt(2); const workerSpace = hashSpace / BigInt(workerCount); const alreadyHashed = Math.floor(totalHashes / workerCount); document.getElementById("workers").disabled = true; for (let i = 0; i < workerCount; i++) { const startNonce = workerSpace * BigInt(i) + BigInt(alreadyHashed); workers[i].postMessage({ type: "start", challenge: challenge, signature: signature, nonce: startNonce, isMobileWebkit, }); } } } function submitVerification() { if (!solution) { return; } const body = { challenge: challenge, signature: signature, solution: String(solution), _csrf: document.querySelector("meta[name=csrf-token]").getAttribute("content"), }; if (localStorage.getItem("captcha-proxy-key")) { body.proxyKey = localStorage.getItem("captcha-proxy-key"); } fetch("/user/captcha/verify", { method: "POST", credentials: "same-origin", headers: { "Content-Type": "application/json" }, body: JSON.stringify(body), }) .then((res) => res.json()) .then((data) => { if (data.error) { document.getElementById("captcha-result").textContent = "Error: " + data.error; } else { const lifetime = document.getElementById("captcha-form").querySelector('input[name="tokenLifetime"]').value; window.localStorage.setItem( "captcha-temp-token", JSON.stringify({ token: data.token, expires: Date.now() + lifetime * 3600 * 1000, }) ); document.getElementById("captcha-progress").style.display = "none"; document.getElementById("captcha-result").innerHTML = ` <p style="color: green">Verification complete</p> <p>Your user token is: <code>${data.token}</code> <button id="copy-token" onclick="copyToClipboard('${data.token}')">📋</button></p> <p>Valid until: ${new Date(Date.now() + lifetime * 3600 * 1000).toLocaleString()}</p> `; } }); } function formatTime(time) { if (time < 60) { return time.toFixed(1) + "s"; } else if (time < 3600) { const minutes = Math.floor(time / 60); const seconds = Math.floor(time % 60); return minutes + "m " + seconds + "s"; } else { const hours = Math.floor(time / 3600); const minutes = Math.floor((time % 3600) / 60); return hours + "h " + minutes + "m"; } } function estimateProgress() { if (Date.now() - lastUpdateTime < 500) { return; } elapsedTime += (Date.now() - lastUpdateTime) / 1000; lastUpdateTime = Date.now(); const hashRate = totalHashes / elapsedTime; const timeRemaining = (workFactor - totalHashes) / hashRate; const p = 1 / workFactor; const odds = ((1 - p) ** totalHashes * 100).toFixed(3); const progress = 100 - odds; document.querySelector("#captcha-progress>.progress").style.width = Math.min(progress, 100) + "%"; document.getElementById("captcha-progress-text").value = ` Solution probability: 1 in ${workFactor.toLocaleString()} hashes Hashes computed: ${totalHashes.toLocaleString()} Luckiness: ${odds}% Elapsed time: ${formatTime(elapsedTime)} Hash rate: ${hashRate.toFixed(2)} H/s Workers: ${workers.length}${isMobileWebkit ? " (iOS/iPadOS detected)" : ""} ${active ? `Average time remaining: ${formatTime(timeRemaining)}` : "Verification stopped"}`.trim(); } </script>
a1enjoyer/aboba
src/user/web/views/partials/user_challenge_widget.ejs
ejs
unknown
13,056
<hr /> <footer> <a href="/user">Index</a> </footer> <script> document.querySelectorAll("td,time").forEach(function(td) { if (td.innerText.match(/^\d{13}$/)) { if (td.innerText == 0) return 'never'; const date = new Date(parseInt(td.innerText)); td.innerText = date.toString(); } }); </script> </body> </html>
a1enjoyer/aboba
src/user/web/views/partials/user_footer.ejs
ejs
unknown
341
<%- include("partials/shared_header", { title: "Error" }) %> <div id="error-content" style="color: red; background-color: #eedddd; padding: 1em"> <p><strong>⚠️ Error <%= status %>:</strong> <%= message %></p> <% if (message.includes('csrf')) { %> <p>ℹ️ Refresh the previous page and then try again. If the problem persists, clear cookies for this site.</p> <% } %> <pre><%= stack %></pre> <a href="#" onclick="window.history.back()" style="color:unset">Go Back</a> </div> </body> </html>
a1enjoyer/aboba
src/user/web/views/user_error.ejs
ejs
unknown
544
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="robots" content="noindex" /> <title><%= title %></title> </head> <body style="font-family: sans-serif; background-color: #f0f0f0; padding: 1em;"> <%= pageHeader %> <hr /> <h2>Service Info</h2> <pre><%= JSON.stringify(serviceInfo, null, 2) %></pre> </body> </html>
a1enjoyer/aboba
src/user/web/views/user_index.ejs
ejs
unknown
365
<%- include("partials/shared_header", { title: "User Token Lookup" }) %> <h1>User Token Lookup</h1> <p>Provide your user token to check your usage and quota information.</p> <form action="/user/lookup" method="post"> <input type="hidden" name="_csrf" value="<%= csrfToken %>" /> <label for="token">User Token</label> <input type="password" name="token" value="<%= user?.token %>" /> <input type="submit" value="Lookup" /> </form> <% if (user) { %> <hr /> <% if (user.type === "temporary" && Boolean(user.disabledAt)) { %> <%- include("partials/shared_flash", { flashData: { type: "info", message: "This temporary user token has expired and is no longer usable. These records will be deleted soon.", } }) %> <% } else if (user.disabledAt) { %> <%- include("partials/shared_flash", { flashData: { type: "warning", message: "This user token has been disabled." + (user.disabledReason ? ` Reason: ${user.disabledReason}` : ""), } }) %> <% } %> <table class="striped"> <tbody> <tr> <th scope="row">User Token</th> <td colspan="2"><code> <%= "..." + user.token.slice(-5) %> </code></td> </tr> <tr> <th scope="row">Nickname</th> <td><%= user.nickname ?? "none" %></td> <td class="actions"> <a title="Edit" id="edit-nickname" href="#" onclick="updateNickname()">✏️</a> </td> </tr> <tr> <th scope="row">Type</th> <td colspan="2"><%= user.type %></td> </tr> <tr> <th scope="row">Prompts</th> <td colspan="2"><%= user.promptCount %></td> </tr> <tr> <th scope="row">Created At</th> <td colspan="2"><%= user.createdAt %></td> </tr> <tr> <th scope="row">Last Used At</th> <td colspan="2"><%= user.lastUsedAt || "never" %></td> </tr> <tr> <th scope="row">IPs<%= ipLimit ? ` (max ${ipLimit})` : "" %></th> <td colspan="2"><%- include("partials/shared_user_ip_list", { user, shouldRedact: true }) %></td> </tr> <% if (user.type === "temporary") { %> <tr> <th scope="row">Expires At</th> <td colspan="2"><%= user.expiresAt %></td> </tr> <% } %> </tbody> </table> <h3>Quota Information</h3> <%- include("partials/shared_quota-info", { quota, user, showRefreshEdit: false }) %> <form id="edit-nickname-form" style="display: none" action="/user/edit-nickname" method="post"> <input type="hidden" name="_csrf" value="<%= csrfToken %>" /> <input type="hidden" name="nickname" value="<%= user.nickname %>" /> </form> <script> function updateNickname() { const form = document.getElementById("edit-nickname-form"); const existing = form.nickname.value; const value = prompt("Enter a new nickname", existing); if (value !== null) { form.nickname.value = value; form.submit(); } } </script> <% } %> <%- include("partials/user_footer") %>
a1enjoyer/aboba
src/user/web/views/user_lookup.ejs
ejs
unknown
2,892
<%- include("partials/shared_header", { title: "Request User Token" }) %> <style> #request-container { display: flex; flex-direction: column; align-items: center; margin: 20px 0; width: 100%; gap: 10px; } #request-container button { flex: 1; width: 100%; max-width: 300px; padding: 10px 20px; font-size: 16px; cursor: pointer; } #refresh-token-input { width: 100%; } </style> <h1>Request User Token</h1> <p>You can request a temporary user token to use this proxy. The token will be valid for <%= tokenLifetime %> hours.</p> <% if (keyRequired) { %> <div> <p>You need to supply the proxy password to request or refresh a token.</p> <div> <label for="proxy-key">Proxy password:</label> <input type="password" id="proxy-key" /> </div> </div> <% } %> <div id="request-container"> <button id="request-token" onclick="requestChallenge('new')">Get a new token</button> <button id="refresh-token-toggle" onclick="switchSection('refresh')">Refresh an old token</button> <h6 id="existing-token-value" style="display: none">Existing token:</h6> </div> <div id="back-to-menu" style="display: none"> <a href="#" onclick="switchSection('root')">« Back</a> </div> <div id="refresh-container" style="display: none"> <div id="existing-token"> <p> If you have an existing or expired token, enter it here to try to refresh it by completing a shorter verification. </p> <div> <label for="refresh-token-input">Existing token:</label> <input type="text" id="refresh-token-input" /> <button id="refresh-token" onclick="requestChallenge('refresh')">Refresh</button> </div> </div> </div> <%- include("partials/user_challenge_widget") %> <script> function switchSection(sectionId) { const backToMenu = document.getElementById("back-to-menu"); const captchaSection = document.getElementById("captcha-container"); const requestSection = document.getElementById("request-container"); const refreshSection = document.getElementById("refresh-container"); [backToMenu, captchaSection, requestSection, refreshSection].forEach((element) => (element.style.display = "none")); switch (sectionId) { case "root": requestSection.style.display = "flex"; maybeLoadExistingToken(); break; case "captcha": captchaSection.style.display = "block"; backToMenu.style.display = "block"; break; case "refresh": refreshSection.style.display = "block"; backToMenu.style.display = "block"; document.getElementById("refresh-token-input").focus(); break; } } function requestChallenge(action) { const savedToken = localStorage.getItem("captcha-temp-token"); const refreshInput = document.getElementById("refresh-token-input").value; if (savedToken && action === "new") { const confirmation = confirm( "It looks like you might already have an existing token. Are you sure you want to request a new one?" ); if (!confirmation) { return; } localStorage.removeItem("captcha-temp-token"); document.getElementById("existing-token").style.display = "none"; document.getElementById("refresh-token").disabled = true; } else if (!refreshInput?.length && action === "refresh") { alert("You need to provide a token to refresh."); return; } const refreshToken = action === "refresh" ? refreshInput : undefined; const keyInput = document.getElementById("proxy-key"); const proxyKey = (keyInput && keyInput.value) || undefined; if (!proxyKey?.length) { localStorage.removeItem("captcha-proxy-key"); } else { localStorage.setItem("captcha-proxy-key", proxyKey); } fetch("/user/captcha/challenge", { method: "POST", headers: { "Content-Type": "application/json" }, body: JSON.stringify({ action, proxyKey, refreshToken, _csrf: "<%= csrfToken %>" }), }) .then((response) => response.json()) .then(function (data) { if (data.error) { throw new Error(data.error); } const { challenge, signature } = data; loadNewChallenge(challenge, signature); switchSection("captcha"); }) .catch(function (error) { console.error(error); alert(`Error getting verification - ${error.message}`); }); } function maybeLoadExistingToken() { const existingToken = localStorage.getItem("captcha-temp-token"); if (existingToken) { const data = JSON.parse(existingToken); const { token, expires } = data; const expiresDate = new Date(expires); document.getElementById( "existing-token-value" ).textContent = `User token: ${token} (valid until ${expiresDate.toLocaleString()})`; document.getElementById("existing-token-value").style.display = "block"; document.getElementById("refresh-token-input").value = token; } const proxyKey = localStorage.getItem("captcha-proxy-key"); if (proxyKey && document.getElementById("proxy-key")) { document.getElementById("proxy-key").value = proxyKey; } } switchSection("root"); </script> <%- include("partials/user_footer") %>
a1enjoyer/aboba
src/user/web/views/user_request_token.ejs
ejs
unknown
5,274
{ "compilerOptions": { "strict": true, "target": "ES2022", "module": "CommonJS", "moduleResolution": "node", "esModuleInterop": true, "forceConsistentCasingInFileNames": true, "skipLibCheck": true, "skipDefaultLibCheck": true, "outDir": "build", "sourceMap": true, "resolveJsonModule": true, "useUnknownInCatchVariables": false }, "include": ["src"], "exclude": ["node_modules"], "files": ["src/shared/custom.d.ts"] }
a1enjoyer/aboba
tsconfig.json
JSON
unknown
476
############################################################################### # Set default behavior to automatically normalize line endings. ############################################################################### * text=auto ############################################################################### # Set default behavior for command prompt diff. # # This is need for earlier builds of msysgit that does not have it on by # default for csharp files. # Note: This is only used by command line ############################################################################### #*.cs diff=csharp ############################################################################### # Set the merge driver for project and solution files # # Merging from the command prompt will add diff markers to the files if there # are conflicts (Merging from VS is not affected by the settings below, in VS # the diff markers are never inserted). Diff markers may cause the following # file extensions to fail to load in VS. An alternative would be to treat # these files as binary and thus will always conflict and require user # intervention with every merge. To do so, just uncomment the entries below ############################################################################### #*.sln merge=binary #*.csproj merge=binary #*.vbproj merge=binary #*.vcxproj merge=binary #*.vcproj merge=binary #*.dbproj merge=binary #*.fsproj merge=binary #*.lsproj merge=binary #*.wixproj merge=binary #*.modelproj merge=binary #*.sqlproj merge=binary #*.wwaproj merge=binary ############################################################################### # behavior for image files # # image files are treated as binary by default. ############################################################################### #*.jpg binary #*.png binary #*.gif binary ############################################################################### # diff behavior for common document formats # # Convert binary document formats to text before diffing them. This feature # is only available from the command line. Turn it on by uncommenting the # entries below. ############################################################################### #*.doc diff=astextplain #*.DOC diff=astextplain #*.docx diff=astextplain #*.DOCX diff=astextplain #*.dot diff=astextplain #*.DOT diff=astextplain #*.pdf diff=astextplain #*.PDF diff=astextplain #*.rtf diff=astextplain #*.RTF diff=astextplain
mu/rimworld
.gitattributes
Git
unknown
2,518
## Ignore Visual Studio temporary files, build results, and ## files generated by popular Visual Studio add-ons. ## ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore # User-specific files *.rsuser *.suo *.user *.userosscache *.sln.docstates # User-specific files (MonoDevelop/Xamarin Studio) *.userprefs # Build results [Dd]ebug/ [Dd]ebugPublic/ [Rr]elease/ [Rr]eleases/ x64/ x86/ [Aa][Rr][Mm]/ [Aa][Rr][Mm]64/ bld/ [Bb]in/ [Oo]bj/ [Ll]og/ # Visual Studio 2015/2017 cache/options directory .vs/ # Uncomment if you have tasks that create the project's static files in wwwroot #wwwroot/ # Visual Studio 2017 auto generated files Generated\ Files/ # MSTest test Results [Tt]est[Rr]esult*/ [Bb]uild[Ll]og.* # NUNIT *.VisualState.xml TestResult.xml # Build Results of an ATL Project [Dd]ebugPS/ [Rr]eleasePS/ dlldata.c # Benchmark Results BenchmarkDotNet.Artifacts/ # .NET Core project.lock.json project.fragment.lock.json artifacts/ # StyleCop StyleCopReport.xml # Files built by Visual Studio *_i.c *_p.c *_h.h *.ilk *.meta *.obj *.iobj *.pch *.pdb *.ipdb *.pgc *.pgd *.rsp *.sbr *.tlb *.tli *.tlh *.tmp *.tmp_proj *_wpftmp.csproj *.log *.vspscc *.vssscc .builds *.pidb *.svclog *.scc # Chutzpah Test files _Chutzpah* # Visual C++ cache files ipch/ *.aps *.ncb *.opendb *.opensdf *.sdf *.cachefile *.VC.db *.VC.VC.opendb # Visual Studio profiler *.psess *.vsp *.vspx *.sap # Visual Studio Trace Files *.e2e # TFS 2012 Local Workspace $tf/ # Guidance Automation Toolkit *.gpState # ReSharper is a .NET coding add-in _ReSharper*/ *.[Rr]e[Ss]harper *.DotSettings.user # JustCode is a .NET coding add-in .JustCode # TeamCity is a build add-in _TeamCity* # DotCover is a Code Coverage Tool *.dotCover # AxoCover is a Code Coverage Tool .axoCover/* !.axoCover/settings.json # Visual Studio code coverage results *.coverage *.coveragexml # NCrunch _NCrunch_* .*crunch*.local.xml nCrunchTemp_* # MightyMoose *.mm.* AutoTest.Net/ # Web workbench (sass) .sass-cache/ # Installshield output folder [Ee]xpress/ # DocProject is a documentation generator add-in DocProject/buildhelp/ DocProject/Help/*.HxT DocProject/Help/*.HxC DocProject/Help/*.hhc DocProject/Help/*.hhk DocProject/Help/*.hhp DocProject/Help/Html2 DocProject/Help/html # Click-Once directory publish/ # Publish Web Output *.[Pp]ublish.xml *.azurePubxml # Note: Comment the next line if you want to checkin your web deploy settings, # but database connection strings (with potential passwords) will be unencrypted *.pubxml *.publishproj # Microsoft Azure Web App publish settings. Comment the next line if you want to # checkin your Azure Web App publish settings, but sensitive information contained # in these scripts will be unencrypted PublishScripts/ # NuGet Packages *.nupkg # The packages folder can be ignored because of Package Restore **/[Pp]ackages/* # except build/, which is used as an MSBuild target. !**/[Pp]ackages/build/ # Uncomment if necessary however generally it will be regenerated when needed #!**/[Pp]ackages/repositories.config # NuGet v3's project.json files produces more ignorable files *.nuget.props *.nuget.targets # Microsoft Azure Build Output csx/ *.build.csdef # Microsoft Azure Emulator ecf/ rcf/ # Windows Store app package directories and files AppPackages/ BundleArtifacts/ Package.StoreAssociation.xml _pkginfo.txt *.appx # Visual Studio cache files # files ending in .cache can be ignored *.[Cc]ache # but keep track of directories ending in .cache !?*.[Cc]ache/ # Others ClientBin/ ~$* *~ *.dbmdl *.dbproj.schemaview *.jfm *.pfx *.publishsettings orleans.codegen.cs # Including strong name files can present a security risk # (https://github.com/github/gitignore/pull/2483#issue-259490424) #*.snk # Since there are multiple workflows, uncomment next line to ignore bower_components # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) #bower_components/ # RIA/Silverlight projects Generated_Code/ # Backup & report files from converting an old project file # to a newer Visual Studio version. Backup files are not needed, # because we have git ;-) _UpgradeReport_Files/ Backup*/ UpgradeLog*.XML UpgradeLog*.htm ServiceFabricBackup/ *.rptproj.bak # SQL Server files *.mdf *.ldf *.ndf # Business Intelligence projects *.rdl.data *.bim.layout *.bim_*.settings *.rptproj.rsuser *- Backup*.rdl # Microsoft Fakes FakesAssemblies/ # GhostDoc plugin setting file *.GhostDoc.xml # Node.js Tools for Visual Studio .ntvs_analysis.dat node_modules/ # Visual Studio 6 build log *.plg # Visual Studio 6 workspace options file *.opt # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) *.vbw # Visual Studio LightSwitch build output **/*.HTMLClient/GeneratedArtifacts **/*.DesktopClient/GeneratedArtifacts **/*.DesktopClient/ModelManifest.xml **/*.Server/GeneratedArtifacts **/*.Server/ModelManifest.xml _Pvt_Extensions # Paket dependency manager .paket/paket.exe paket-files/ # FAKE - F# Make .fake/ # JetBrains Rider .idea/ *.sln.iml # CodeRush personal settings .cr/personal # Python Tools for Visual Studio (PTVS) __pycache__/ *.pyc # Cake - Uncomment if you are using it # tools/** # !tools/packages.config # Tabs Studio *.tss # Telerik's JustMock configuration file *.jmconfig # BizTalk build output *.btp.cs *.btm.cs *.odx.cs *.xsd.cs # OpenCover UI analysis results OpenCover/ # Azure Stream Analytics local run output ASALocalRun/ # MSBuild Binary and Structured Log *.binlog # NVidia Nsight GPU debugger configuration file *.nvuser # MFractors (Xamarin productivity tool) working folder .mfractor/ # Local History for Visual Studio .localhistory/ # BeatPulse healthcheck temp database healthchecksdb /Source/Patches/PawnAnimationPatches/HarmonyPatch_Pawn_DrawTracker.cs /Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRotation.cs /Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRenderer.cs /Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs /Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs /Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs /Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs /Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs /Source/Patches/ThingAnimationPatches/HarmonyPatch_ThingDrawAt.cs /Defs/AnimationDefs/Animations_SexToys.xml
mu/rimworld
.gitignore
Git
unknown
6,362
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Dog_Doggystyle</defName> <label>dog doggystyle</label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <interactionDefTypes> <li>VaginalBreeding</li> <li>AnalBreeding</li> </interactionDefTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Wolf_Timber</li> <li>Wolf_Arctic</li> <li>Whitefox</li> <li>Warg</li> <li>Husky</li> <li>LabradorRetriever</li> <!--Animals Expanded--> <li>AEXP_WelshTerrier</li> <li>AEXP_Rottweiler</li> <li>AEXP_Poodle</li> <li>AEXP_GreatDane</li> <li>AEXP_GermanShepherd</li> <li>AEXP_FrenchBulldog</li> <li>AEXP_Corgi</li> <li>AEXP_CatAbyssinian</li> <li>AEXP_CatBengal</li> <li>AEXP_CatMaineCoon</li> <li>AEXP_CatSphynx</li> </defNames> <bodyDefTypes> <li>QuadrupedAnimalWithHooves</li> <li>QuadrupedAnimalWithPawsAndTail</li> </bodyDefTypes> <isFucking>true</isFucking> <initiator>true</initiator> </li> </actors> <animationStages> <li> <stageName>Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>765</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Dog--> <tickDuration>8</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <!--Dogs don't have separate head meshes--> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <!--Dogs don't have separate head meshes--> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Knot</stageName> <isLooping>False</isLooping> <playTimeTicks>71</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <quiver>true</quiver> <tickDuration>60</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>53.7</bodyAngle> <headAngle>28.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>51.7</bodyAngle> <headAngle>33.4</headAngle> <bodyOffsetX>0.098</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Dog--> <tickDuration>60</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>4</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-41.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.383</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>600</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>40</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>57.7</bodyAngle> <headAngle>28.4</headAngle> <bodyOffsetX>0.073</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <!--Dog--> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> 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<tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>FasterFuck</stageName> <isLooping>true</isLooping> <playTimeTicks>418</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>True</isLooping> <playTimeTicks>318</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <quiver>true</quiver> <tickDuration>80</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Cum</soundEffect> </li> <li> <tickDuration>25</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>2.654541</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.5175133</bodyOffsetZ> <bodyOffsetX>-0.547725141</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>25</tickDuration> <bodyAngle>173.81427</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.197662517</bodyOffsetZ> <bodyOffsetX>-0.545600235</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.2/Defs/AnimationDefs/Animations_Beast.xml
XML
unknown
83,676
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Tribadism</defName> <label>scissoring</label> <sounds>true</sounds> <sexTypes> <li>Scissoring</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <requiredGenitals> <li>Vagina</li> </requiredGenitals> </li> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <initiator>true</initiator> <requiredGenitals> <li>Vagina</li> </requiredGenitals> </li> </actors> <animationStages> <li> <stageName>Tribbing</stageName> <isLooping>true</isLooping> <playTimeTicks>992</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Passive female left--> <tickDuration>20</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Active female right--> <tickDuration>20</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>23.82</bodyAngle> <headAngle>-6.90</headAngle> <bodyOffsetX>0.432</bodyOffsetX> <bodyOffsetZ>0.403</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>5.19</bodyAngle> <headAngle>-6.19</headAngle> <bodyOffsetX>0.442</bodyOffsetX> <bodyOffsetZ>0.388</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>TribadismFast</stageName> <isLooping>true</isLooping> <playTimeTicks>682</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Active female right--> <tickDuration>10</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>23.82</bodyAngle> <headAngle>-6.90</headAngle> <bodyOffsetX>0.432</bodyOffsetX> <bodyOffsetZ>0.403</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>5.19</bodyAngle> <headAngle>-6.19</headAngle> <bodyOffsetX>0.442</bodyOffsetX> <bodyOffsetZ>0.388</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Cunnilingus</defName> <label>cunnilingus</label> <sounds>true</sounds> <sexTypes> <li>Oral</li> <li>Fingering</li> <li>Cunnilingus</li> </sexTypes> <interactionDefTypes> <li>Cunnilingus</li> <li>CunnilingusF</li> <li>CunnilingusRape</li> <li>CunnilingusRapeF</li> <li>Fingering</li> <li>FingeringF</li> <li>FingeringRape</li> <li>FingeringRapeF</li> <li>Fisting</li> <li>FistingF</li> <li>FistingRape</li> <li>FistingRapeF</li> </interactionDefTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <requiredGenitals> <li>Vagina</li> </requiredGenitals> <bodyTypeOffset> <Hulk>(-0.2, 0.1)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(-0.1, 0.15)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Initial</stageName> <isLooping>False</isLooping> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>-81.06536</bodyAngle> <headAngle>-56.4483032</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0624052179</bodyOffsetZ> <bodyOffsetX>-0.437134951</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>-27.578373</bodyAngle> <headAngle>0.2816162</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.102704488</bodyOffsetZ> <bodyOffsetX>0.50675</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Slow</stageName> <isLooping>True</isLooping> <playTimeTicks>1497</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>98</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.26528</bodyAngle> <headAngle>-65.901825</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0737426062</bodyOffsetZ> <bodyOffsetX>-0.432820916</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>98</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.26528</bodyAngle> <headAngle>-65.901825</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0737426062</bodyOffsetZ> <bodyOffsetX>-0.432820916</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>120</tickDuration> <bodyAngle>-86.52611</bodyAngle> <headAngle>-68.86432</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.05432228</bodyOffsetZ> <bodyOffsetX>-0.439906</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-88.36286</bodyAngle> <headAngle>-84.3309</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06637782</bodyOffsetZ> <bodyOffsetX>-0.440140843</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>80</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>18</tickDuration> <bodyAngle>-41.1054764</bodyAngle> <headAngle>-10.1737061</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.04582855</bodyOffsetZ> <bodyOffsetX>0.462155169</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-38.1903877</bodyAngle> <headAngle>-31.6517334</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0384018831</bodyOffsetZ> <bodyOffsetX>0.4874894</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>18</tickDuration> <bodyAngle>-41.1054764</bodyAngle> <headAngle>-10.1737061</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.04582855</bodyOffsetZ> <bodyOffsetX>0.462155169</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-38.1903877</bodyAngle> <headAngle>-31.6517334</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0384018831</bodyOffsetZ> <bodyOffsetX>0.4874894</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-45.2595444</bodyAngle> <headAngle>-13.57782</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.009577712</bodyOffsetZ> <bodyOffsetX>0.4726282</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-45.2595444</bodyAngle> <headAngle>-24.2278748</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0315402448</bodyOffsetZ> <bodyOffsetX>0.415024319</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-45.2595444</bodyAngle> <headAngle>-13.57782</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.009577712</bodyOffsetZ> <bodyOffsetX>0.4726282</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-45.2595444</bodyAngle> <headAngle>-24.2278748</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0315402448</bodyOffsetZ> <bodyOffsetX>0.415024319</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-45.2595444</bodyAngle> <headAngle>-13.57782</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.009577712</bodyOffsetZ> <bodyOffsetX>0.4726282</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Transition</stageName> <isLooping>False</isLooping> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast</stageName> <isLooping>True</isLooping> <playTimeTicks>710</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-79.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-79.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-79.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-3.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Faster</stageName> <isLooping>True</isLooping> <playTimeTicks>360</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>True</isLooping> <playTimeTicks>639</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <quiver>True</quiver> <tickDuration>80</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <soundEffect>Cum</soundEffect> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-99.80413</bodyAngle> <headAngle>-94.4023743</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.01950606</bodyOffsetZ> <bodyOffsetX>-0.447728932</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-38.5277061</bodyAngle> <headAngle>-1.13140869</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0376501828</bodyOffsetZ> <bodyOffsetX>0.42935127</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.2/Defs/AnimationDefs/Animations_Lesbian.xml
XML
unknown
69,527
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <rjw.AnimationDef> Todo: tell Ed to uncomment start() and end() in jobdrivers </rjw.AnimationDef> --> </Defs>
mu/rimworld
1.2/Defs/AnimationDefs/Animations_Masturbate.xml
XML
unknown
181
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Double_Penetration</defName> <label>double penetration</label> <sounds>true</sounds> <sexTypes> <li>DoublePenetration</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Human</li> </defNames> <controlGenitalAngle>true</controlGenitalAngle> <isFucking>true</isFucking> <initiator>true</initiator> </li> <li> <defNames> <li>Human</li> </defNames> <controlGenitalAngle>true</controlGenitalAngle> <isFucking>true</isFucking> <initiator>true</initiator> </li> </actors> <animationStages> <li> <stageName>Slow</stageName> <isLooping>true</isLooping> <playTimeTicks>976</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>25</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>48.1</bodyAngle> <headAngle>16.3</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.188</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>-10</genitalAngle> <tickDuration>30</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>-10</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>43</genitalAngle> <tickDuration>27</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>33</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>43</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Face_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>650</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.08</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>-10</genitalAngle> <tickDuration>13</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>2</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>-10</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>43</genitalAngle> <tickDuration>13</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>12</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>43</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>392</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <quiver>true</quiver> <tickDuration>120</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>-10</genitalAngle> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>120</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>7</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> <genitalAngle>-10</genitalAngle> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>43</genitalAngle> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>8</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>8</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Cum</soundEffect> <tickDuration>120</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>-7</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>43</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.2/Defs/AnimationDefs/Animations_Multi.xml
XML
unknown
24,358
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <Rimworld_Animations.AnimationDef> <defName>Missionary</defName> <label>missionary</label> <sounds>true</sounds> <sexTypes> <li>Vaginal</li> <li>Anal</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <bodyTypeOffset> <Thin>(0.1, 0.1)</Thin> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Insert</stageName> <isLooping>false</isLooping> <playTimeTicks>181</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>120</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.76135</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.00123929977</bodyOffsetZ> <bodyOffsetX>-0.288235933</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-85.3898849</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>120</tickDuration> <bodyAngle>-8.415361</bodyAngle> <headAngle>-24.7466831</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.275328381</bodyOffsetZ> <bodyOffsetX>0.5114879</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>11.5036926</bodyAngle> <headAngle>-10.2523956</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.226816757</bodyOffsetZ> <bodyOffsetX>0.3989886</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Breathing</stageName> <isLooping>true</isLooping> <playTimeTicks>182</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>45</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>45</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.33147323</bodyOffsetX> <headBob>-0.03</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>45</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>45</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.273432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>-0.03</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Slow_Fuck_Start</stageName> <isLooping>true</isLooping> <playTimeTicks></playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-72.1512451</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.29485938</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-5.439103</bodyAngle> <headAngle>-18.591362</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.253895342</bodyOffsetZ> <bodyOffsetX>0.5181109</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1212</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>30</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-72.1512451</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.29485938</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>5</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-67.51352</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.279417485</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-67.51352</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.339417485</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-72.1512451</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.29485938</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>30</tickDuration> <bodyAngle>-5.439103</bodyAngle> <headAngle>-18.591362</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.253895342</bodyOffsetZ> <bodyOffsetX>0.5181109</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>5</tickDuration> <bodyAngle>12.3350525</bodyAngle> <headAngle>-14.779211</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.2605105</bodyOffsetZ> <bodyOffsetX>0.449729085</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>12.3350525</bodyAngle> <headAngle>-14.779211</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.2605105</bodyOffsetZ> <bodyOffsetX>0.389729085</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-5.439103</bodyAngle> <headAngle>-18.591362</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.253895342</bodyOffsetZ> <bodyOffsetX>0.5181109</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> --> </Defs>
mu/rimworld
1.2/Defs/AnimationDefs/Animations_Vanilla2.xml
XML
unknown
14,224
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Doggystyle</defName> <label>doggystyle</label> <sounds>true</sounds> <sexTypes> <li>Vaginal</li> <li>Anal</li> </sexTypes> <interactionDefTypes> <li>AnalSex</li> <li>AnalSexF</li> <li>AnalRape</li> <li>VaginalSex</li> <li>VaginalSexF</li> <li>VaginalRape</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Human</li> </defNames> <controlGenitalAngle>true</controlGenitalAngle> <isFucking>true</isFucking> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>612</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <headBob>0</headBob> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <headBob>0</headBob> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>27</genitalAngle> <headBob>0</headBob> <tickDuration>10</tickDuration> <bodyAngle>16.6</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>3</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-17</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>5.4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>16.6</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>3</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> <genitalAngle>27</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>609</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>27</genitalAngle> <tickDuration>8</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-12</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>9</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> <genitalAngle>27</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>300</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Cum</soundEffect> <tickDuration>100</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>-1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <quiver>true</quiver> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>35</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>-14</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>27</genitalAngle> <tickDuration>8</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>-8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>100</tickDuration> <bodyAngle>-12</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>-9</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>-15</bodyAngle> <bodyOffsetX>-0.227</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>-4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>-8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> <genitalAngle>27</genitalAngle> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Blowjob</defName> <label>blowjob</label> <sounds>true</sounds> <sexTypes> <li>Oral</li> <li>Fellatio</li> </sexTypes> <interactionDefTypes> <li>Handjob</li> <li>HandjobF</li> <li>HandjobRape</li> <li>HandjobRapeF</li> <li>Breastjob</li> <li>BreastjobF</li> <li>BreastjobRape</li> <li>BreastjobRapeF</li> <li>Fellatio</li> <li>FellatioF</li> <li>FellatioRape</li> <li>FellatioRapeF</li> <li>Beakjob</li> <li>BeakjobF</li> <li>BeakjobRape</li> <li>BeakjobRapeF</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <bodyTypeOffset> <Hulk>(0, -0.2)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> <controlGenitalAngle>true</controlGenitalAngle> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Suck</stageName> <isLooping>true</isLooping> <playTimeTicks>1140</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.16</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.15</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle></bodyAngle> <headAngle>6</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.13</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-4</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.12</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> <li> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.490</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.003</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Face_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>300</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>15</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.270</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>15</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>600</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>12</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>7</tickDuration> <soundEffect>Suck</soundEffect> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.008</headBob> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>12</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> <li> <tickDuration>7</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.50</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.04</headBob> </li> <li> <quiver>true</quiver> <tickDuration>60</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>ReverseStandAndCarry</defName> <label>reverse stand-and-carry</label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <interactionDefTypes> <li>AnalSex</li> <li>AnalSexF</li> <li>AnalRape</li> <li>VaginalSex</li> <li>VaginalSexF</li> <li>VaginalRape</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <initiator>true</initiator> <isFucking>true</isFucking> <controlGenitalAngle>true</controlGenitalAngle> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1080</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>30</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>29</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>6</genitalAngle> <tickDuration>30</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>29</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> <genitalAngle>6</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>780</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <!--Head turn --> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn back--> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>6</genitalAngle> <tickDuration>13</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>12</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> <genitalAngle>6</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>415</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <quiver>true</quiver> <tickDuration>75</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>27</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>7</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>7</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>7</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Cum</soundEffect> <tickDuration>75</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <tickDuration>27</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Cowgirl</defName> <label>cowgirl</label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <interactionDefTypes> <li>AnalSex</li> <li>AnalSexF</li> <li>AnalRapeF</li> <li>VaginalSex</li> <li>VaginalSexF</li> <li>VaginalRapeF</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> <controlGenitalAngle>true</controlGenitalAngle> <bodyTypeOffset> <Hulk>(0, -0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1340</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <!--Turning hips--> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>-3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>-3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--Straight up and down--> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.347</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.015</headBob> <genitalAngle>-15</genitalAngle> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.331</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.03</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>15</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.347</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.015</headBob> <genitalAngle>-15</genitalAngle> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.331</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.03</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>15</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>780</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>13</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>13</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>594</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <quiver>true</quiver> <tickDuration>45</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <quiver>true</quiver> <tickDuration>40</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.534</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> </li> <li> <tickDuration>45</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.2/Defs/AnimationDefs/Animations_vanilla.xml
XML
unknown
102,109
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <Rimworld_Animations.AnimationDef> <defName></defName> <label></label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> </defNames> <bodyDefTypes> <li>QuadrupedAnimalWithHooves</li> <li>QuadrupedAnimalWithPawsAndTail</li> </bodyDefTypes> <isFucking>true</isFucking> <initiator>true</initiator> </li> </actors> <animationStages> <li> <stageName></stageName> <isLooping></isLooping> <playTimeTicks></playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes></keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes></keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> --> </Defs>
mu/rimworld
1.2/Defs/AnimationDefs/TemplateAnimation.xml
XML
unknown
1,240
<?xml version="1.0" encoding="utf-8"?> <Defs> <JobDef> <defName>JoinInBedAnimation</defName> <driverClass>Rimworld_Animations.JobDriver_SexCasualForAnimation</driverClass> <reportString>joining someone in bed.</reportString> <casualInterruptible>false</casualInterruptible> </JobDef> <JobDef> <defName>GettinLovedAnimation</defName> <driverClass>Rimworld_Animations.JobDriver_SexBaseRecieverLovedForAnimation</driverClass> <reportString>lovin'.</reportString> <casualInterruptible>false</casualInterruptible> </JobDef> </Defs>
mu/rimworld
1.2/Defs/JobDefs/Jobs_SexForAnim.xml
XML
unknown
572
<?xml version="1.0" encoding="UTF-8"?> <Defs> <MainButtonDef> <defName>OffsetManager</defName> <label>offset manager</label> <description>Control pawn offsets</description> <tabWindowClass>Rimworld_Animations.MainTabWindow_OffsetConfigure</tabWindowClass> <order>54</order> <buttonVisible>false</buttonVisible> <iconPath>UI/MainTab</iconPath> <minimized>true</minimized> </MainButtonDef> </Defs>
mu/rimworld
1.2/Defs/MainTabDefs/MainButtonDef.xml
XML
unknown
436
<?xml version="1.0" encoding="utf-8"?> <Defs> <SoundDef> <defName>Cum</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/cum</clipFolderPath> </li> </grains> <volumeRange> <min>30</min> <max>40</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Sex</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/kucyu04</clipFolderPath> </li> </grains> <volumeRange> <min>16</min> <max>16</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Suck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_8</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_9</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_10</clipFolderPath> </li> </grains> <volumeRange> <min>20</min> <max>35</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Fuck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_8</clipFolderPath> </li> </grains> <volumeRange> <min>45</min> <max>70</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Slimy</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy5</clipFolderPath> </li> </grains> <volumeRange> <min>45</min> <max>75</max> </volumeRange> <pitchRange> <min>1.4</min> <max>1.8</max> </pitchRange> <distRange> <min>0</min> <max>100</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> </Defs>
mu/rimworld
1.2/Defs/SoundDefs/Sounds_Sex.xml
XML
unknown
5,651
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{BA766964-1716-422D-A09E-29426F8EB9D5}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Patch_HatsDisplaySelection</RootNamespace> <AssemblyName>Patch_HatsDisplaySelection</AssemblyName> <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.2\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>pdbonly</DebugType> <Optimize>true</Optimize> <OutputPath>bin\Release\</OutputPath> <DefineConstants>TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony"> <HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="HatDisplaySelection"> <HintPath>..\..\..\..\..\workshop\content\294100\1542291825\1.2\Assemblies\HatDisplaySelection.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Rimworld-Animations"> <HintPath>..\1.2\Assemblies\Rimworld-Animations.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Core" /> <Reference Include="System.Xml.Linq" /> <Reference Include="System.Data.DataSetExtensions" /> <Reference Include="Microsoft.CSharp" /> <Reference Include="System.Data" /> <Reference Include="System.Net.Http" /> <Reference Include="System.Xml" /> <Reference Include="UnityEngine"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Source\Patches\Patch_HatsDisplaySelection.cs" /> </ItemGroup> <ItemGroup> <Folder Include="1.2\Assemblies\" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
mu/rimworld
1.2/Patch_HatsDisplaySelection/Patch_HatsDisplaySelection.csproj
csproj
unknown
3,387
using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Patch_HatsDisplaySelection")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Patch_HatsDisplaySelection")] [assembly: AssemblyCopyright("Copyright © 2021")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid("ba766964-1716-422d-a09e-29426f8eb9d5")] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] [assembly: AssemblyFileVersion("1.0.0.0")]
mu/rimworld
1.2/Patch_HatsDisplaySelection/Properties/AssemblyInfo.cs
C#
unknown
1,423
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using HatDisplaySelection; using Rimworld_Animations; using UnityEngine; using Verse; namespace Patch_HatsDisplaySelection { [HarmonyBefore(new string[] { "velc.HatsDisplaySelection" })] [HarmonyPatch(typeof(HatDisplaySelection.Patch), "Patch_PawnRenderer_RenderPawnInternal_Initialize")] public class Patch_HatsDisplaySelectionInitialize { public static void Prefix(PawnRenderer __instance, ref Pawn ___pawn, ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing, ref Rot4 headFacing) { CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>(); bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing); } public static void Postfix(PawnRenderer __instance) { PawnGraphicSet graphics = __instance.graphics; Pawn pawn = graphics.pawn; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (!graphics.AllResolved) { graphics.ResolveAllGraphics(); } if (bodyAnim != null && bodyAnim.isAnimating && pawn.Map == Find.CurrentMap) { bodyAnim.tickGraphics(graphics); } } } }
mu/rimworld
1.2/Patch_HatsDisplaySelection/Source/Patches/Patch_HatsDisplaySelection.cs
C#
unknown
1,254
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef/comps</xpath> <success>Always</success> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/ThingDef</xpath> <value> <comps /> </value> </nomatch> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> </operations> </Operation> </Patch>
mu/rimworld
1.2/Patches/AnimationPatch_CompBodyAnimator.xml
XML
unknown
681
<?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>[NL] Facial Animation - WIP</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/targetJobs</xpath> <success>Always</success> <value> <li>RJW_Masturbate</li> <li>GettinBred</li> <li>Bestiality</li> <li>BestialityForFemale</li> <li>ViolateCorpse</li> <li>Quickie</li> <li>GettingQuickie</li> <li>GettinRaped</li> <li>JoinInBed</li> <li>GettinLoved</li> <li>GettinLicked</li> <li>GettinSucked</li> <li>WhoreIsServingVisitors</li> <li>JoinInBedAnimation</li> <li>GettinLovedAnimation</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="WaitCombat" or defName="Wait_Combat_Rare"]/targetJobs</xpath> <success>Always</success> <value> <li>RapeComfortPawn</li> <li>RandomRape</li> <li>RapeEnemy</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="StandAndBeSociallyActive"]/targetJobs</xpath> <success>Always</success> <value> <li>WhoreInvitingVisitors</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Wear" or defName="Wear2" or defName="Wear3"]/targetJobs</xpath> <success>Always</success> <value> <li>CleanSelf</li> <li>StruggleInBondageGear</li> </value> </li> <li Class="PatchOperationFindMod"> <mods> <li>Rimworld-Animations</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[2]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[3]/headOffset</xpath> <success>Always</success> </li> </operations> </match> </li> </operations> </match> </Operation> </Patch> <!-- OLD PATCH <?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>[NL] Facial Animation - WIP</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[2]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[3]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[4]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[5]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[6]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[7]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[8]/headOffset</xpath> <success>Always</success> </li> </operations> </match> </Operation> </Patch> -->
mu/rimworld
1.2/Patches/CompatibilityPatch_FacialAnimation.xml
XML
unknown
5,010
<?xml version="1.0" encoding="utf-8" ?> <Patch> <!-- Patch for HCSK, to attach to differently written thingdefs --> <Operation Class="PatchOperationFindMod"> <mods> <li>Core SK</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/Verse.ThingDef/comps</xpath> <success>Always</success> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/Verse.ThingDef</xpath> <value> <comps /> </value> </nomatch> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/Verse.ThingDef/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> </operations> </match> </Operation> </Patch>
mu/rimworld
1.2/Patches/CompatibilityPatch_HCSK.xml
XML
unknown
1,060
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Dog_Doggystyle</defName> <label>dog doggystyle</label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <interactionDefTypes> <li>VaginalBreeding</li> <li>AnalBreeding</li> </interactionDefTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Wolf_Timber</li> <li>Wolf_Arctic</li> <li>Whitefox</li> <li>Warg</li> <li>Husky</li> <li>LabradorRetriever</li> <!--Animals Expanded--> <li>AEXP_WelshTerrier</li> <li>AEXP_Rottweiler</li> <li>AEXP_Poodle</li> <li>AEXP_GreatDane</li> <li>AEXP_GermanShepherd</li> <li>AEXP_FrenchBulldog</li> <li>AEXP_Corgi</li> <li>AEXP_CatAbyssinian</li> <li>AEXP_CatBengal</li> <li>AEXP_CatMaineCoon</li> <li>AEXP_CatSphynx</li> </defNames> <bodyDefTypes> <li>QuadrupedAnimalWithHooves</li> <li>QuadrupedAnimalWithPawsAndTail</li> </bodyDefTypes> <isFucking>true</isFucking> <initiator>true</initiator> </li> </actors> <animationStages> <li> <stageName>Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>765</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Dog--> <tickDuration>8</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <!--Dogs don't have separate head meshes--> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <!--Dogs don't have separate head meshes--> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Knot</stageName> <isLooping>False</isLooping> <playTimeTicks>71</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <quiver>true</quiver> <tickDuration>60</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>53.7</bodyAngle> <headAngle>28.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>51.7</bodyAngle> <headAngle>33.4</headAngle> <bodyOffsetX>0.098</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Dog--> <tickDuration>60</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>4</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-41.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.383</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>600</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>40</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>57.7</bodyAngle> <headAngle>28.4</headAngle> <bodyOffsetX>0.073</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <!--Dog--> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Horse_Cowgirl</defName> <label>HorseCowgirl</label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <interactionDefTypes> <li>RequestVaginalBreeding</li> <li>RequestAnalBreeding</li> </interactionDefTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Horse</li> </defNames> <bodyDefTypes> <li>QuadrupedAnimalWithHooves</li> </bodyDefTypes> <isFucking>true</isFucking> </li> </actors> <animationStages> <li> <stageName>Insertion</stageName> <isLooping>false</isLooping> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>180</tickDuration> <bodyAngle>-24.337</bodyAngle> <headAngle>-37.1218948</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.698042035</bodyOffsetZ> <bodyOffsetX>-0.20718734</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>70</tickDuration> <bodyAngle>-2.54239845</bodyAngle> <headAngle>7.31265259</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.606091142</bodyOffsetZ> <bodyOffsetX>-0.045959726</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>-4.84361649</bodyAngle> <headAngle>-23.6405125</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.650456548</bodyOffsetZ> <bodyOffsetX>-0.0570534021</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-35.01766</bodyAngle> <headAngle>-26.3706665</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.455286169</bodyOffsetZ> <bodyOffsetX>-0.3646413</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>250</tickDuration> <bodyAngle>177.083145</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.256229281</bodyOffsetZ> <bodyOffsetX>-0.362511069</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <soundEffect /> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>179.6811</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.267210543</bodyOffsetZ> <bodyOffsetX>-0.3991253</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>SlowFuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1300</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>80</tickDuration> <bodyAngle>-35.01766</bodyAngle> <headAngle>-26.3706665</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.455286169</bodyOffsetZ> <bodyOffsetX>-0.3646413</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>49</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-35.7418823</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-35.01766</bodyAngle> <headAngle>-26.3706665</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.455286169</bodyOffsetZ> <bodyOffsetX>-0.3646413</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Fuck</soundEffect> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>80</tickDuration> <bodyAngle>179.6811</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.267210543</bodyOffsetZ> <bodyOffsetX>-0.3991253</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>49</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>179.6811</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.267210543</bodyOffsetZ> <bodyOffsetX>-0.3991253</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Transition</stageName> <isLooping>false</isLooping> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>50</tickDuration> <bodyAngle>-35.01766</bodyAngle> <headAngle>-26.3706665</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.455286169</bodyOffsetZ> <bodyOffsetX>-0.3646413</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-35.7418823</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.48456946</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>50</tickDuration> <bodyAngle>179.6811</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.267210543</bodyOffsetZ> <bodyOffsetX>-0.3991253</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>FastFuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1260</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>24</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>FasterFuck</stageName> <isLooping>true</isLooping> <playTimeTicks>418</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>True</isLooping> <playTimeTicks>318</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-14.1647339</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.484569454</bodyOffsetZ> <bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <quiver>true</quiver> <tickDuration>80</tickDuration> <bodyAngle>-49.8178673</bodyAngle> <headAngle>-8.273987</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.506531835</bodyOffsetZ> <bodyOffsetX>-0.55575326</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> 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<bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>25</tickDuration> <bodyAngle>173.81427</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.197662517</bodyOffsetZ> <bodyOffsetX>-0.545600235</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/Animations_Beast.xml
XML
unknown
83,676
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Tribadism</defName> <label>scissoring</label> <sounds>true</sounds> <sexTypes> <li>Scissoring</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <requiredGenitals> <li>Vagina</li> </requiredGenitals> </li> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <initiator>true</initiator> <requiredGenitals> <li>Vagina</li> </requiredGenitals> </li> </actors> <animationStages> <li> <stageName>Tribbing</stageName> <isLooping>true</isLooping> <playTimeTicks>992</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Passive female left--> <tickDuration>20</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Active female right--> <tickDuration>20</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>23.82</bodyAngle> <headAngle>-6.90</headAngle> <bodyOffsetX>0.432</bodyOffsetX> <bodyOffsetZ>0.403</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>5.19</bodyAngle> <headAngle>-6.19</headAngle> <bodyOffsetX>0.442</bodyOffsetX> <bodyOffsetZ>0.388</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>TribadismFast</stageName> <isLooping>true</isLooping> <playTimeTicks>682</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Active female right--> <tickDuration>10</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>23.82</bodyAngle> <headAngle>-6.90</headAngle> <bodyOffsetX>0.432</bodyOffsetX> <bodyOffsetZ>0.403</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>5.19</bodyAngle> <headAngle>-6.19</headAngle> <bodyOffsetX>0.442</bodyOffsetX> <bodyOffsetZ>0.388</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Cunnilingus</defName> <label>cunnilingus</label> <sounds>true</sounds> <sexTypes> <li>Oral</li> <li>Fingering</li> <li>Cunnilingus</li> </sexTypes> <interactionDefTypes> <li>Cunnilingus</li> <li>CunnilingusF</li> <li>CunnilingusRape</li> <li>CunnilingusRapeF</li> <li>Fingering</li> <li>FingeringF</li> <li>FingeringRape</li> <li>FingeringRapeF</li> <li>Fisting</li> <li>FistingF</li> <li>FistingRape</li> <li>FistingRapeF</li> </interactionDefTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <requiredGenitals> <li>Vagina</li> </requiredGenitals> <bodyTypeOffset> <Hulk>(-0.2, 0.1)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(-0.1, 0.15)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Initial</stageName> <isLooping>False</isLooping> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>-81.06536</bodyAngle> <headAngle>-56.4483032</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0624052179</bodyOffsetZ> <bodyOffsetX>-0.437134951</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>-27.578373</bodyAngle> <headAngle>0.2816162</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.102704488</bodyOffsetZ> <bodyOffsetX>0.50675</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>-0.1</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Slow</stageName> <isLooping>True</isLooping> <playTimeTicks>1497</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>98</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0692383763</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> 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<bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <quiver>True</quiver> <tickDuration>80</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <soundEffect>Cum</soundEffect> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-99.80413</bodyAngle> <headAngle>-94.4023743</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.01950606</bodyOffsetZ> <bodyOffsetX>-0.447728932</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-38.5277061</bodyAngle> <headAngle>-1.13140869</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0376501828</bodyOffsetZ> <bodyOffsetX>0.42935127</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/Animations_Lesbian.xml
XML
unknown
69,527
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <rjw.AnimationDef> Todo: tell Ed to uncomment start() and end() in jobdrivers </rjw.AnimationDef> --> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/Animations_Masturbate.xml
XML
unknown
181
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Double_Penetration</defName> <label>double penetration</label> <sounds>true</sounds> <sexTypes> <li>DoublePenetration</li> <li>Anal</li> <li>Oral</li> <li>Vaginal</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Human</li> </defNames> <controlGenitalAngle>true</controlGenitalAngle> <isFucking>true</isFucking> <initiator>true</initiator> </li> <li> <defNames> <li>Human</li> </defNames> <controlGenitalAngle>true</controlGenitalAngle> <isFucking>true</isFucking> <initiator>true</initiator> </li> </actors> <animationStages> <li> <stageName>Slow</stageName> <isLooping>true</isLooping> <playTimeTicks>976</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>25</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>48.1</bodyAngle> <headAngle>16.3</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.188</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>-10</genitalAngle> <tickDuration>30</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>-10</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>43</genitalAngle> <tickDuration>27</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>33</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>43</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Face_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>650</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.08</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>-10</genitalAngle> <tickDuration>13</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>2</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>-10</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>43</genitalAngle> <tickDuration>13</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>12</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>43</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>392</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <quiver>true</quiver> <tickDuration>120</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>-10</genitalAngle> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>120</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>7</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> <genitalAngle>-10</genitalAngle> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>43</genitalAngle> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>8</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>8</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Cum</soundEffect> <tickDuration>120</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>-7</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>43</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/Animations_Multi.xml
XML
unknown
24,421
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <Rimworld_Animations.AnimationDef> <defName></defName> <label></label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> </defNames> <bodyDefTypes> <li>QuadrupedAnimalWithHooves</li> <li>QuadrupedAnimalWithPawsAndTail</li> </bodyDefTypes> <isFucking>true</isFucking> <initiator>true</initiator> </li> </actors> <sexToyTypes> <li>Dildo</li> </sexToyTypes> <animationStages> <li> <stageName></stageName> <isLooping></isLooping> <playTimeTicks></playTimeTicks> <stageIndex>0</stageIndex> <sexTypes> <li>Masturbation</li> </sexTypes> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes></keyframes> </li> <li Class="Rimworld_Animation.ThingAnimationClip"> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> --> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/Animations_SexToys.xml
XML
unknown
1,348
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <Rimworld_Animations.AnimationDef> <defName>Missionary</defName> <label>missionary</label> <sounds>true</sounds> <sexTypes> <li>DoublePenetration</li> <li>Vaginal</li> <li>Anal</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <bodyTypeOffset> <Thin>(0.1, 0.1)</Thin> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Insert</stageName> <isLooping>false</isLooping> <playTimeTicks>181</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>120</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.76135</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.00123929977</bodyOffsetZ> <bodyOffsetX>-0.288235933</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-85.3898849</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>120</tickDuration> <bodyAngle>-8.415361</bodyAngle> <headAngle>-24.7466831</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.275328381</bodyOffsetZ> <bodyOffsetX>0.5114879</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>11.5036926</bodyAngle> <headAngle>-10.2523956</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.226816757</bodyOffsetZ> <bodyOffsetX>0.3989886</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Breathing</stageName> <isLooping>true</isLooping> <playTimeTicks>182</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>45</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>45</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.33147323</bodyOffsetX> <headBob>-0.03</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>45</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>45</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.273432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>-0.03</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Slow_Fuck_Start</stageName> <isLooping>true</isLooping> <playTimeTicks></playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-77.78256</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0254950486</bodyOffsetZ> <bodyOffsetX>-0.30147323</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-72.1512451</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.29485938</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>3.36438</bodyAngle> <headAngle>-18.3917084</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.233432038</bodyOffsetZ> <bodyOffsetX>0.4034014</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-5.439103</bodyAngle> <headAngle>-18.591362</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.253895342</bodyOffsetZ> <bodyOffsetX>0.5181109</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1212</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>30</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-72.1512451</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.29485938</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>5</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-67.51352</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.279417485</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-67.51352</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.339417485</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-82.7437439</bodyAngle> <headAngle>-72.1512451</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.025494989</bodyOffsetZ> <bodyOffsetX>-0.29485938</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>30</tickDuration> <bodyAngle>-5.439103</bodyAngle> <headAngle>-18.591362</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.253895342</bodyOffsetZ> <bodyOffsetX>0.5181109</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>5</tickDuration> <bodyAngle>12.3350525</bodyAngle> <headAngle>-14.779211</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.2605105</bodyOffsetZ> <bodyOffsetX>0.449729085</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>12.3350525</bodyAngle> <headAngle>-14.779211</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.2605105</bodyOffsetZ> <bodyOffsetX>0.389729085</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-5.439103</bodyAngle> <headAngle>-18.591362</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.253895342</bodyOffsetZ> <bodyOffsetX>0.5181109</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> --> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/Animations_Vanilla2.xml
XML
unknown
14,257
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Doggystyle</defName> <label>doggystyle</label> <sounds>true</sounds> <sexTypes> <li>Vaginal</li> <li>Anal</li> <li>DoublePenetration</li> </sexTypes> <interactionDefTypes> <li>AnalSex</li> <li>AnalSexF</li> <li>AnalRape</li> <li>VaginalSex</li> <li>VaginalSexF</li> <li>VaginalRape</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Human</li> </defNames> <controlGenitalAngle>true</controlGenitalAngle> <isFucking>true</isFucking> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>612</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <headBob>0</headBob> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <headBob>0</headBob> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>27</genitalAngle> <headBob>0</headBob> <tickDuration>10</tickDuration> <bodyAngle>16.6</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>3</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-17</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>5.4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>16.6</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>3</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> <genitalAngle>27</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>609</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>27</genitalAngle> <tickDuration>8</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-12</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>9</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> <genitalAngle>27</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>300</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Cum</soundEffect> <tickDuration>100</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>-1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <quiver>true</quiver> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>35</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>-14</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>27</genitalAngle> <tickDuration>8</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>-8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>100</tickDuration> <bodyAngle>-12</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>-9</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>-15</bodyAngle> <bodyOffsetX>-0.227</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>-4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>-8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> <genitalAngle>27</genitalAngle> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Blowjob</defName> <label>blowjob</label> <sounds>true</sounds> <sexTypes> <li>Oral</li> <li>Fellatio</li> </sexTypes> <interactionDefTypes> <li>Handjob</li> <li>HandjobF</li> <li>HandjobRape</li> <li>HandjobRapeF</li> <li>Breastjob</li> <li>BreastjobF</li> <li>BreastjobRape</li> <li>BreastjobRapeF</li> <li>Fellatio</li> <li>FellatioF</li> <li>FellatioRape</li> <li>FellatioRapeF</li> <li>Beakjob</li> <li>BeakjobF</li> <li>BeakjobRape</li> <li>BeakjobRapeF</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <bodyTypeOffset> <Hulk>(0, -0.2)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> <controlGenitalAngle>true</controlGenitalAngle> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Suck</stageName> <isLooping>true</isLooping> <playTimeTicks>1140</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.16</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.15</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle></bodyAngle> <headAngle>6</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.13</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-4</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.12</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> <li> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.490</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.003</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Face_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>300</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>15</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.270</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>15</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>600</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>12</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>7</tickDuration> <soundEffect>Suck</soundEffect> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.008</headBob> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>12</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> <li> <tickDuration>7</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.50</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.04</headBob> </li> <li> <quiver>true</quiver> <tickDuration>60</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>180</genitalAngle> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>ReverseStandAndCarry</defName> <label>reverse stand-and-carry</label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> <li>DoublePenetration</li> </sexTypes> <interactionDefTypes> <li>AnalSex</li> <li>AnalSexF</li> <li>AnalRape</li> <li>VaginalSex</li> <li>VaginalSexF</li> <li>VaginalRape</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <initiator>true</initiator> <isFucking>true</isFucking> <controlGenitalAngle>true</controlGenitalAngle> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1080</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>30</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>29</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>6</genitalAngle> <tickDuration>30</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>29</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> <genitalAngle>6</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>780</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <!--Head turn --> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn back--> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>6</genitalAngle> <tickDuration>13</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>12</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> <genitalAngle>6</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>415</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>3</tickDuration> <bodyAngle>10.6</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <quiver>true</quiver> <tickDuration>75</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>27</tickDuration> <bodyAngle>6.04</bodyAngle> <headAngle>15</headAngle> <bodyOffsetX>-0.175</bodyOffsetX> <bodyOffsetZ>0.437</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11.23</bodyAngle> <headAngle>11.23</headAngle> <bodyOffsetX>-0.183</bodyOffsetX> <bodyOffsetZ>0.468</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>7</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>7</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Fuck</soundEffect> <tickDuration>7</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>7</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <soundEffect>Cum</soundEffect> <tickDuration>75</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>40</genitalAngle> <tickDuration>27</tickDuration> <bodyAngle>17.11</bodyAngle> <headAngle>-2.87</headAngle> <bodyOffsetX>0.114</bodyOffsetX> <bodyOffsetZ>0.359</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <genitalAngle>6</genitalAngle> <tickDuration>1</tickDuration> <bodyAngle>-3.18</bodyAngle> <headAngle>-0.41</headAngle> <bodyOffsetX>0.122</bodyOffsetX> <bodyOffsetZ>0.356</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Cowgirl</defName> <label>cowgirl</label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> <li>DoublePenetration</li> </sexTypes> <interactionDefTypes> <li>AnalSex</li> <li>AnalSexF</li> <li>AnalRapeF</li> <li>VaginalSex</li> <li>VaginalSexF</li> <li>VaginalRapeF</li> </interactionDefTypes> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <initiator>true</initiator> <bodyTypeOffset> <Hulk>(0, 0.2)</Hulk> </bodyTypeOffset> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> <controlGenitalAngle>true</controlGenitalAngle> <bodyTypeOffset> <Hulk>(0, -0.2)</Hulk> </bodyTypeOffset> </li> </actors> <animationStages> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>1340</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <!--Turning hips--> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>-3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>-3.5</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0.03</bodyOffsetX> <bodyOffsetZ>0.624</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.02</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--Straight up and down--> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.347</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.015</headBob> <genitalAngle>-15</genitalAngle> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.331</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.03</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>15</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.347</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.015</headBob> <genitalAngle>-15</genitalAngle> </li> <li> <tickDuration>16</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.331</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.03</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>17</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>15</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>33</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.315</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>780</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>13</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>13</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>594</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <tickDuration>1</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.694</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.03</headBob> </li> <li> <quiver>true</quiver> <tickDuration>45</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <quiver>true</quiver> <tickDuration>40</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.534</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.554</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.313</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0.045</headBob> </li> <li> <tickDuration>45</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>180</bodyAngle> <headAngle>180</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.363</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> <genitalAngle>0</genitalAngle> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/Animations_vanilla.xml
XML
unknown
102,208
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <Rimworld_Animations.AnimationDef> <defName></defName> <label></label> <sounds>true</sounds> <sexTypes> <li>Anal</li> <li>Vaginal</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> </defNames> <bodyDefTypes> <li>QuadrupedAnimalWithHooves</li> <li>QuadrupedAnimalWithPawsAndTail</li> </bodyDefTypes> <isFucking>true</isFucking> <initiator>true</initiator> </li> </actors> <animationStages> <li> <stageName></stageName> <isLooping></isLooping> <playTimeTicks></playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes></keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes></keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> --> </Defs>
mu/rimworld
1.3/Defs/AnimationDefs/TemplateAnimation.xml
XML
unknown
1,240
<?xml version="1.0" encoding="UTF-8"?> <Defs> <MainButtonDef> <defName>OffsetManager</defName> <label>offset manager</label> <description>Control pawn offsets</description> <tabWindowClass>Rimworld_Animations.MainTabWindow_OffsetConfigure</tabWindowClass> <order>54</order> <buttonVisible>false</buttonVisible> <iconPath>UI/MainTab</iconPath> <minimized>true</minimized> </MainButtonDef> </Defs>
mu/rimworld
1.3/Defs/MainTabDefs/MainButtonDef.xml
XML
unknown
436
<?xml version="1.0" encoding="utf-8"?> <Defs> <SoundDef> <defName>Cum</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/cum</clipFolderPath> </li> </grains> <volumeRange> <min>30</min> <max>40</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Sex</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/kucyu04</clipFolderPath> </li> </grains> <volumeRange> <min>16</min> <max>16</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Suck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_8</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_9</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_10</clipFolderPath> </li> </grains> <volumeRange> <min>20</min> <max>35</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Fuck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_8</clipFolderPath> </li> </grains> <volumeRange> <min>45</min> <max>70</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Slimy</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy5</clipFolderPath> </li> </grains> <volumeRange> <min>45</min> <max>75</max> </volumeRange> <pitchRange> <min>1.4</min> <max>1.8</max> </pitchRange> <distRange> <min>0</min> <max>100</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> </Defs>
mu/rimworld
1.3/Defs/SoundDefs/Sounds_Sex.xml
XML
unknown
5,651
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{BA766964-1716-422D-A09E-29426F8EB9D5}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Patch_HatsDisplaySelection</RootNamespace> <AssemblyName>Patch_HatsDisplaySelection</AssemblyName> <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.2\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>pdbonly</DebugType> <Optimize>true</Optimize> <OutputPath>bin\Release\</OutputPath> <DefineConstants>TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony"> <HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="HatDisplaySelection"> <HintPath>..\..\..\..\..\workshop\content\294100\1542291825\1.2\Assemblies\HatDisplaySelection.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Rimworld-Animations"> <HintPath>..\1.2\Assemblies\Rimworld-Animations.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Core" /> <Reference Include="System.Xml.Linq" /> <Reference Include="System.Data.DataSetExtensions" /> <Reference Include="Microsoft.CSharp" /> <Reference Include="System.Data" /> <Reference Include="System.Net.Http" /> <Reference Include="System.Xml" /> <Reference Include="UnityEngine"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Source\Patches\Patch_HatsDisplaySelection.cs" /> </ItemGroup> <ItemGroup> <Folder Include="1.2\Assemblies\" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
mu/rimworld
1.3/Patch_HatsDisplaySelection/Patch_HatsDisplaySelection.csproj
csproj
unknown
3,387
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Core SK</li> </mods> <match Class="PatchOperationSequence"> <operations> <li Class="PatchOperationConditional"> <xpath>Defs/ThingDef/comps</xpath> <success>Always</success> <nomatch Class="PatchOperationAdd"> <xpath>Defs/ThingDef</xpath> <value> <comps /> </value> </nomatch> </li> <li Class="PatchOperationAdd"> <xpath>Defs/ThingDef[@Name="BaseAnimalPawn" or @Name="SK_BasePawn" or @Name="BasePawnSkynet"]/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> </operations> </match> </Operation> </Patch>
mu/rimworld
1.3/Patches/AnimationPatchHSK.xml
XML
unknown
768
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationAdd"> <success>Always</success> <xpath>Defs/ThingDef[race][not(comps)]</xpath> <value> <comps /> </value> </li> <li Class="PatchOperationAdd"> <success>Always</success> <xpath>Defs/AlienRace.ThingDef_AlienRace[not(comps)]</xpath> <value> <comps /> </value> </li> <li Class="PatchOperationAdd"> <xpath>Defs/ThingDef[@Name="BasePawn"]/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> <li Class="PatchOperationAdd"> <xpath>Defs/AlienRace.ThingDef_AlienRace/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> </operations> </Operation> </Patch>
mu/rimworld
1.3/Patches/AnimationPatch_CompBodyAnimator.xml
XML
unknown
938
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef[@Name="BaseBaseAutocleaner"]/comps</xpath> <success>Always</success> <match Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name="BaseBaseAutocleaner"]/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </match> </li> </operations> </Operation> </Patch>
mu/rimworld
1.3/Patches/CompPatches/AutoCleaner.xml
XML
unknown
563
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef[@Name="BasePawnSimple"]/comps</xpath> <success>Always</success> <match Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name="BasePawnSimple"]/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </match> </li> </operations> </Operation> </Patch>
mu/rimworld
1.3/Patches/CompPatches/CombatExtended.xml
XML
unknown
552
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef[@Name="BaseZombie"]/comps</xpath> <success>Always</success> <match Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name="BaseZombie"]/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </match> </li> </operations> </Operation> </Patch>
mu/rimworld
1.3/Patches/CompPatches/ZombieLand.xml
XML
unknown
544
<?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>[NL] Facial Animation - WIP</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/targetJobs</xpath> <success>Always</success> <value> <li>RJW_Masturbate</li> <li>GettinBred</li> <li>Bestiality</li> <li>BestialityForFemale</li> <li>ViolateCorpse</li> <li>Quickie</li> <li>GettingQuickie</li> <li>GettinRaped</li> <li>JoinInBed</li> <li>GettinLoved</li> <li>GettinLicked</li> <li>GettinSucked</li> <li>WhoreIsServingVisitors</li> <li>JoinInBedAnimation</li> <li>GettinLovedAnimation</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="WaitCombat" or defName="Wait_Combat_Rare"]/targetJobs</xpath> <success>Always</success> <value> <li>RapeComfortPawn</li> <li>RandomRape</li> <li>RapeEnemy</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="StandAndBeSociallyActive"]/targetJobs</xpath> <success>Always</success> <value> <li>WhoreInvitingVisitors</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Wear" or defName="Wear2" or defName="Wear3"]/targetJobs</xpath> <success>Always</success> <value> <li>CleanSelf</li> <li>StruggleInBondageGear</li> </value> </li> <li Class="PatchOperationFindMod"> <mods> <li>Rimworld-Animations</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[2]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[3]/headOffset</xpath> <success>Always</success> </li> </operations> </match> </li> </operations> </match> </Operation> </Patch> <!-- OLD PATCH <?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>[NL] Facial Animation - WIP</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[2]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[3]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[4]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[5]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[6]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[7]/headOffset</xpath> <success>Always</success> </li> <li Class="PatchOperationRemove"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[8]/headOffset</xpath> <success>Always</success> </li> </operations> </match> </Operation> </Patch> -->
mu/rimworld
1.3/Patches/CompatibilityPatch_FacialAnimation.xml
XML
unknown
5,010
<?xml version="1.0" encoding="utf-8" ?> <Patch> <!-- Patch for HCSK, to attach to differently written thingdefs --> <Operation Class="PatchOperationFindMod"> <mods> <li>Core SK</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef/comps</xpath> <success>Always</success> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/ThingDef</xpath> <value> <comps /> </value> </nomatch> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name="SK_BasePawn"]/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name="BaseAnimalPawn"]/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> </operations> </match> </Operation> </Patch>
mu/rimworld
1.3/Patches/CompatibilityPatch_HCSK.xml
XML
unknown
1,378
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Epona race Renaissance</li> </mods> <match Class="PatchOperationSequence"> <operations> <li Class="PatchOperationReplace"> <xpath>/Defs/AlienRace.ThingDef_AlienRace[defName = "Alien_Epona"]/alienRace/generalSettings/alienPartGenerator/bodyAddons/li[hediffGraphics/Epona_OHPG_female="Things/Pawn/Addons/Breasts/Breasts"]/drawnInBed</xpath> <value> <drawnInBed>false</drawnInBed> </value> </li> </operations> </match> </Operation> </Patch>
mu/rimworld
1.3/Patches/RacePatches/Epona race Renaissance.xml
XML
unknown
590
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Nyaron race</li> </mods> <match Class="PatchOperationSequence"> <operations> <li Class="PatchOperationAdd"> <xpath>/Defs/AlienRace.ThingDef_AlienRace[defName = "Alien_Nyaron"]/alienRace/generalSettings/alienPartGenerator/bodyAddons/li[bodyPart="tail"]</xpath> <value> <drawnInBed>false</drawnInBed> </value> </li> </operations> </match> </Operation> </Patch>
mu/rimworld
1.3/Patches/RacePatches/Nyaron.xml
XML
unknown
511
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class Actor { public List<string> defNames; public List<string> requiredGenitals; public List<AlienRaceOffset> raceOffsets; public List<string> blacklistedRaces; public bool initiator = false; public string gender; public bool isFucking = false; public bool isFucked = false; public bool controlGenitalAngle = false; public List<BodyDef> bodyDefTypes = new List<BodyDef>(); public BodyTypeOffset bodyTypeOffset = new BodyTypeOffset(); public Vector3 offset = new Vector2(0, 0); public List<string> requiredGender; public List<string> tags = new List<string>(); } }
mu/rimworld
1.3/Source/Actors/Actor.cs
C#
unknown
870
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace Rimworld_Animations { public class AlienRaceOffset { public string defName; public Vector2 offset; } }
mu/rimworld
1.3/Source/Actors/AlienRaceOffset.cs
C#
unknown
278
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace Rimworld_Animations { public class BodyTypeOffset { public Vector2? Male; public Vector2? Female; public Vector2? Thin; public Vector2? Hulk; public Vector2? Fat; } }
mu/rimworld
1.3/Source/Actors/BodyTypeOffset.cs
C#
unknown
366
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class AnimationStage { public string stageName; public int stageIndex; public int playTimeTicks = 0; public int playTimeTicksQuick = -1; public bool isLooping; public List<BaseAnimationClip> animationClips; public List<string> tags = new List<string>(); public void initialize() { foreach (BaseAnimationClip clip in animationClips) { clip.buildSimpleCurves(); //select playTimeTicks as longest playtime of all the animations if(clip.duration > playTimeTicks) { playTimeTicks = clip.duration; } } } } }
mu/rimworld
1.3/Source/Animations/AnimationStage.cs
C#
unknown
854
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using Verse; namespace Rimworld_Animations { public abstract class BaseAnimationClip { public Dictionary<int, string> SoundEffects = new Dictionary<int, string>(); public List<ThingDef> types; //types of participants public int duration; public abstract void buildSimpleCurves(); public string soundDef = null; //for playing sounds public int actor; public List<string> tags = new List<string>(); } }
mu/rimworld
1.3/Source/Animations/Clips/BaseAnimationClip.cs
C#
unknown
605
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using Verse; namespace Rimworld_Animations { public class PawnAnimationClip : BaseAnimationClip { public List<PawnKeyframe> keyframes; public AltitudeLayer layer = AltitudeLayer.Pawn; public Dictionary<int, bool> quiver = new Dictionary<int, bool>(); public SimpleCurve GenitalAngle = new SimpleCurve(); public SimpleCurve BodyAngle = new SimpleCurve(); public SimpleCurve HeadAngle = new SimpleCurve(); public SimpleCurve HeadBob = new SimpleCurve(); public SimpleCurve BodyOffsetX = new SimpleCurve(); public SimpleCurve BodyOffsetZ = new SimpleCurve(); public SimpleCurve HeadFacing = new SimpleCurve(); public SimpleCurve BodyFacing = new SimpleCurve(); public override void buildSimpleCurves() { int duration = 0; //getting the length of the whole clip foreach(PawnKeyframe frame in keyframes) { duration += frame.tickDuration; } //guarantees loops don't get cut off mid-anim this.duration = duration; int keyframePosition = 0; foreach (PawnKeyframe frame in keyframes) { if (frame.atTick.HasValue) { if (frame.bodyAngle.HasValue) BodyAngle.Add((float)frame.atTick / (float)duration, frame.bodyAngle.Value, true); if (frame.headAngle.HasValue) HeadAngle.Add((float)frame.atTick / (float)duration, frame.headAngle.Value, true); if (frame.bodyOffsetX.HasValue) BodyOffsetX.Add((float)frame.atTick / (float)duration, frame.bodyOffsetX.Value, true); if (frame.bodyOffsetZ.HasValue) BodyOffsetZ.Add((float)frame.atTick / (float)duration, frame.bodyOffsetZ.Value, true); if (frame.headFacing.HasValue) HeadFacing.Add((float)frame.atTick / (float)duration, frame.headFacing.Value, true); if (frame.bodyFacing.HasValue) BodyFacing.Add((float)frame.atTick / (float)duration, frame.bodyFacing.Value, true); if (frame.headBob.HasValue) HeadBob.Add((float)frame.atTick / (float)duration, frame.headBob.Value, true); if (frame.genitalAngle.HasValue) GenitalAngle.Add((float)frame.atTick / (float)duration, frame.genitalAngle.Value, true); if (frame.soundEffect != null) { SoundEffects.Add((int)frame.atTick, frame.soundEffect); } } else { if (frame.bodyAngle.HasValue) BodyAngle.Add((float)keyframePosition / (float)duration, frame.bodyAngle.Value, true); if (frame.headAngle.HasValue) HeadAngle.Add((float)keyframePosition / (float)duration, frame.headAngle.Value, true); if (frame.bodyOffsetX.HasValue) BodyOffsetX.Add((float)keyframePosition / (float)duration, frame.bodyOffsetX.Value, true); if (frame.bodyOffsetZ.HasValue) BodyOffsetZ.Add((float)keyframePosition / (float)duration, frame.bodyOffsetZ.Value, true); if (frame.headFacing.HasValue) HeadFacing.Add((float)keyframePosition / (float)duration, frame.headFacing.Value, true); if (frame.bodyFacing.HasValue) BodyFacing.Add((float)keyframePosition / (float)duration, frame.bodyFacing.Value, true); if (frame.headBob.HasValue) HeadBob.Add((float)keyframePosition / (float)duration, frame.headBob.Value, true); if (frame.genitalAngle.HasValue) GenitalAngle.Add((float)keyframePosition / (float)duration, frame.genitalAngle.Value, true); if (frame.soundEffect != null) { SoundEffects.Add(keyframePosition, frame.soundEffect); } if(frame.tickDuration != 1 && frame.quiver.HasValue) { quiver.Add(keyframePosition, true); quiver.Add(keyframePosition + frame.tickDuration - 1, false); } keyframePosition += frame.tickDuration; } } } } }
mu/rimworld
1.3/Source/Animations/Clips/PawnAnimationClip.cs
C#
unknown
4,720
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; namespace Rimworld_Animations { public class ThingAnimationClip : BaseAnimationClip { public List<ThingKeyframe> keyframes; public SimpleCurve PositionX = new SimpleCurve(); public SimpleCurve PositionZ = new SimpleCurve(); public SimpleCurve Rotation = new SimpleCurve(); public override void buildSimpleCurves() { int duration = 0; //getting the length of the whole clip foreach (ThingKeyframe frame in keyframes) { duration += frame.tickDuration; } //guarantees loops don't get cut off mid-anim this.duration = duration; int keyframePosition = 0; foreach (ThingKeyframe frame in keyframes) { if (frame.atTick.HasValue) { if (frame.positionX.HasValue) PositionX.Add((float)frame.atTick / (float)duration, frame.positionX.Value, true); if (frame.positionZ.HasValue) PositionZ.Add((float)frame.atTick / (float)duration, frame.positionZ.Value, true); if (frame.rotation.HasValue) Rotation.Add((float)frame.atTick / (float)duration, frame.rotation.Value, true); if (frame.soundEffect != null) { SoundEffects.Add((int)frame.atTick, frame.soundEffect); } } else { if (frame.positionX.HasValue) PositionX.Add((float)keyframePosition / (float)duration, frame.positionX.Value, true); if (frame.positionZ.HasValue) PositionZ.Add((float)keyframePosition / (float)duration, frame.positionZ.Value, true); if (frame.rotation.HasValue) Rotation.Add((float)keyframePosition / (float)duration, frame.rotation.Value, true); if (frame.soundEffect != null) { SoundEffects.Add(keyframePosition, frame.soundEffect); } keyframePosition += frame.tickDuration; } } } } }
mu/rimworld
1.3/Source/Animations/Clips/ThingAnimationClip.cs
C#
unknown
2,469
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public abstract class Keyframe { public int tickDuration = 1; public float? atTick; public string soundEffect; public List<string> tags = new List<string>(); } }
mu/rimworld
1.3/Source/Animations/Keyframes/Keyframe.cs
C#
unknown
358
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnKeyframe : Keyframe { public float? bodyAngle; public float? headAngle; public float? genitalAngle; public float? bodyOffsetZ; public float? bodyOffsetX; public float? headBob; //todo: add headOffsets l/r? public int? bodyFacing; public int? headFacing; public bool? quiver; } }
mu/rimworld
1.3/Source/Animations/Keyframes/PawnKeyframe.cs
C#
unknown
559
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class ThingKeyframe : Keyframe { public float? positionX; public float? positionZ; public float? rotation; } }
mu/rimworld
1.3/Source/Animations/Keyframes/ThingKeyframe.cs
C#
unknown
310
using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; using RimWorld; using rjw; using UnityEngine; using Verse; using Verse.Sound; namespace Rimworld_Animations { public class CompBodyAnimator : ThingComp { public Pawn pawn => base.parent as Pawn; public PawnGraphicSet Graphics; //public CompProperties_BodyAnimator Props => (CompProperties_BodyAnimator)(object)base.props; public bool isAnimating { get { return Animating; } set { Animating = value; if (value == true) { SexUtility.DrawNude(pawn); } else { pawn.Drawer.renderer.graphics.ResolveAllGraphics(); actorsInCurrentAnimation = null; } PortraitsCache.SetDirty(pawn); } } private bool Animating = false; private bool mirror = false, quiver = false, shiver = false; private int actor; private int lastDrawFrame = -1; private int animTicks = 0, stageTicks = 0, clipTicks = 0; private int curStage = 0; private float clipPercent = 0; public Vector3 anchor = Vector3.zero, deltaPos = Vector3.zero, headBob = Vector3.zero; public float bodyAngle = 0, headAngle = 0, genitalAngle = 0; public Rot4 headFacing = Rot4.North, bodyFacing = Rot4.North; public List<Pawn> actorsInCurrentAnimation; public bool controlGenitalAngle = false; public bool fastAnimForQuickie = false; private AnimationDef anim; private AnimationStage stage { get { return anim.animationStages[curStage]; } } private PawnAnimationClip clip => (PawnAnimationClip)stage.animationClips[actor]; public bool Mirror { get { return mirror; } } public void setAnchor(IntVec3 pos) { anchor = pos.ToVector3Shifted(); } public void setAnchor(Thing thing) { //center on bed if(thing is Building_Bed) { anchor = thing.Position.ToVector3(); if (((Building_Bed)thing).SleepingSlotsCount == 2) { if (thing.Rotation.AsInt == 0) { anchor.x += 1; anchor.z += 1; } else if (thing.Rotation.AsInt == 1) { anchor.x += 1; } else if(thing.Rotation.AsInt == 3) { anchor.z += 1; } } else { if(thing.Rotation.AsInt == 0) { anchor.x += 0.5f; anchor.z += 1f; } else if(thing.Rotation.AsInt == 1) { anchor.x += 1f; anchor.z += 0.5f; } else if(thing.Rotation.AsInt == 2) { anchor.x += 0.5f; } else { anchor.z += 0.5f; } } } else { anchor = thing.Position.ToVector3Shifted(); } } public void StartAnimation(AnimationDef anim, List<Pawn> actors, int actor, bool mirror = false, bool shiver = false, bool fastAnimForQuickie = false) { actorsInCurrentAnimation = actors; if (anim.actors.Count <= actor) { return; } AlienRaceOffset raceOffset = anim?.actors[actor]?.raceOffsets?.Find(x => x.defName == pawn.def.defName); if (raceOffset != null) { anchor.x += mirror ? raceOffset.offset.x * -1f : raceOffset.offset.x; anchor.z += raceOffset.offset.y; } //change the offset based on pawn body type if(pawn?.story?.bodyType != null) { if (pawn.story.bodyType == BodyTypeDefOf.Fat && anim?.actors[actor]?.bodyTypeOffset?.Fat != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Fat.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Fat.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Female && anim?.actors[actor]?.bodyTypeOffset?.Female != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Female.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Female.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Male && anim?.actors[actor]?.bodyTypeOffset?.Male != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Male.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Male.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Thin && anim?.actors[actor]?.bodyTypeOffset?.Thin != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Thin.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Thin.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Hulk && anim?.actors[actor]?.bodyTypeOffset?.Hulk != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Hulk.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Hulk.Value.y; } } pawn.jobs.posture = PawnPosture.Standing; this.actor = actor; this.anim = anim; this.mirror = mirror; this.fastAnimForQuickie = fastAnimForQuickie; if (fastAnimForQuickie && anim.animationStages.Any(x => x.playTimeTicksQuick >= 0) == false) { curStage = 1; animTicks = anim.animationStages[0].playTimeTicks; } else { curStage = 0; animTicks = 0; } stageTicks = 0; clipTicks = 0; quiver = false; this.shiver = shiver && AnimationSettings.rapeShiver; controlGenitalAngle = anim.actors[actor].controlGenitalAngle; isAnimating = true; //tick once for initialization tickAnim(); } public override void CompTick() { base.CompTick(); if(isAnimating) { GlobalTextureAtlasManager.TryMarkPawnFrameSetDirty(pawn); if (pawn.Dead || pawn?.jobs?.curDriver == null || (pawn?.jobs?.curDriver != null && !(pawn?.jobs?.curDriver is rjw.JobDriver_Sex))) { isAnimating = false; } else { tickAnim(); } } } public void animatePawnBody(ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing) { if(!isAnimating) { return; } rootLoc = anchor + deltaPos; angle = bodyAngle; bodyFacing = this.bodyFacing; } public Rot4 AnimateHeadFacing() { return this.headFacing; } public void tickGraphics(PawnGraphicSet graphics) { this.Graphics = graphics; } public void tickAnim() { if (!isAnimating) return; if (anim == null) { isAnimating = false; return; } animTicks++; if (animTicks < anim.animationTimeTicks) { tickStage(); } else { if(LoopNeverending()) { ResetOnLoop(); } else { isAnimating = false; } } } public void tickStage() { if(stage == null) { isAnimating = false; return; } stageTicks++; if(stageTicks >= stage.playTimeTicks || (fastAnimForQuickie && stage.playTimeTicksQuick >= 0 && stageTicks >= stage.playTimeTicksQuick)) { curStage++; stageTicks = 0; clipTicks = 0; clipPercent = 0; } if(curStage >= anim.animationStages.Count) { if (LoopNeverending()) { ResetOnLoop(); } else { isAnimating = false; pawn.jobs.curDriver.ReadyForNextToil(); } } else { tickClip(); } } public void tickClip() { clipTicks++; //play sound effect if(rjw.RJWSettings.sounds_enabled && clip.SoundEffects.ContainsKey(clipTicks) && AnimationSettings.soundOverride) { SoundInfo sound = new TargetInfo(pawn.Position, pawn.Map); string soundEffectName = clip.SoundEffects[clipTicks]; if ((pawn.jobs.curDriver as JobDriver_Sex).isAnimalOnAnimal) { sound.volumeFactor *= RJWSettings.sounds_animal_on_animal_volume; } if(soundEffectName.StartsWith("Voiceline_")) { sound.volumeFactor *= RJWSettings.sounds_voice_volume; } if (clip.SoundEffects[clipTicks] == "Cum") { sound.volumeFactor *= RJWSettings.sounds_cum_volume; //considerApplyingSemen(); } else { sound.volumeFactor *= RJWSettings.sounds_sex_volume; } SoundDef.Named(soundEffectName).PlayOneShot(sound); } if(AnimationSettings.orgasmQuiver && clip.quiver.ContainsKey(clipTicks)) { quiver = clip.quiver[clipTicks]; } //loop animation if possible if (clipPercent >= 1 && stage.isLooping) { clipTicks = 1;//warning: don't set to zero or else calculations go wrong } clipPercent = (float)clipTicks / (float)clip.duration; calculateDrawValues(); } public void considerApplyingSemen() { if(AnimationSettings.applySemenOnAnimationOrgasm && (pawn?.jobs?.curDriver is JobDriver_Sex)) { if (anim.sexTypes.Contains((pawn.jobs.curDriver as JobDriver_Sex).Sexprops.sexType)) { //SemenHelper.calculateAndApplySemen((pawn.jobs.curDriver as JobDriver_Sex).Sexprops); } } } public void calculateDrawValues() { /*if(Find.TickManager.TickRateMultiplier > 1 && (lastDrawFrame + 1 >= RealTime.frameCount || RealTime.deltaTime < 0.05f)) { return; }*/ deltaPos = new Vector3(clip.BodyOffsetX.Evaluate(clipPercent) * (mirror ? -1 : 1), clip.layer.AltitudeFor(), clip.BodyOffsetZ.Evaluate(clipPercent)); string bodyTypeDef = (pawn.story?.bodyType != null) ? pawn.story.bodyType.ToString() : ""; if (AnimationSettings.offsets != null && AnimationSettings.offsets.ContainsKey(CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex)) { deltaPos.x += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex].x * (mirror ? -1 : 1); deltaPos.z += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex].y; } bodyAngle = (clip.BodyAngle.Evaluate(clipPercent) + (quiver || shiver ? ((Rand.Value * AnimationSettings.shiverIntensity) - (AnimationSettings.shiverIntensity / 2f)) : 0f)) * (mirror ? -1 : 1); headAngle = clip.HeadAngle.Evaluate(clipPercent) * (mirror ? -1 : 1); if (controlGenitalAngle) { genitalAngle = clip.GenitalAngle.Evaluate(clipPercent) * (mirror ? -1 : 1); } if (AnimationSettings.rotation != null && AnimationSettings.rotation.ContainsKey(CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex)) { float offsetRotation = AnimationSettings.rotation[CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex] * (Mirror ? -1 : 1); genitalAngle += offsetRotation; bodyAngle += offsetRotation; headAngle += offsetRotation; } //don't go past 360 or less than 0 if (bodyAngle < 0) bodyAngle = 360 - ((-1f*bodyAngle) % 360); if (bodyAngle > 360) bodyAngle %= 360; if (headAngle < 0) headAngle = 360 - ((-1f * headAngle) % 360); if (headAngle > 360) headAngle %= 360; if (genitalAngle < 0) genitalAngle = 360 - ((-1f * genitalAngle) % 360); if (genitalAngle > 360) genitalAngle %= 360; bodyFacing = mirror ? new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)).Opposite : new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)); bodyFacing = new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)); if(bodyFacing.IsHorizontal && mirror) { bodyFacing = bodyFacing.Opposite; } headFacing = new Rot4((int)clip.HeadFacing.Evaluate(clipPercent)); if(headFacing.IsHorizontal && mirror) { headFacing = headFacing.Opposite; } headBob = new Vector3(0, 0, clip.HeadBob.Evaluate(clipPercent)); lastDrawFrame = RealTime.frameCount; } public Vector3 getPawnHeadPosition() { Vector3 headPos = anchor + deltaPos + Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob); return headPos; } public Vector3 getPawnHeadOffset() { return Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob); } public AnimationDef CurrentAnimation { get { return anim; } } public int ActorIndex { get { return actor; } } public override void PostExposeData() { base.PostExposeData(); Scribe_Defs.Look(ref anim, "RJWAnimations-Anim"); Scribe_Values.Look(ref animTicks, "RJWAnimations-animTicks", 1); Scribe_Values.Look(ref stageTicks, "RJWAnimations-stageTicks", 1); Scribe_Values.Look(ref clipTicks, "RJWAnimations-clipTicks", 1); Scribe_Values.Look(ref clipPercent, "RJWAnimations-clipPercent", 1); Scribe_Values.Look(ref mirror, "RJWAnimations-mirror"); Scribe_Values.Look(ref curStage, "RJWAnimations-curStage", 0); Scribe_Values.Look(ref actor, "RJWAnimations-actor"); Scribe_Values.Look(ref anchor, "RJWAnimations-anchor"); Scribe_Values.Look(ref deltaPos, "RJWAnimations-deltaPos"); Scribe_Values.Look(ref headBob, "RJWAnimations-headBob"); Scribe_Values.Look(ref bodyAngle, "RJWAnimations-bodyAngle"); Scribe_Values.Look(ref headAngle, "RJWAnimations-headAngle"); Scribe_Values.Look(ref genitalAngle, "RJWAnimations-GenitalAngle"); Scribe_Values.Look(ref controlGenitalAngle, "RJWAnimations-controlGenitalAngle"); Scribe_Values.Look(ref headFacing, "RJWAnimations-headFacing"); Scribe_Values.Look(ref headFacing, "RJWAnimations-bodyFacing"); Scribe_Values.Look(ref quiver, "RJWAnimations-orgasmQuiver"); } public void shiftActorPositionAndRestartAnimation() { actor = (actor == anim.actors.Count - 1 ? 0 : actor + 1); if (pawn?.story?.bodyType != null) { if (pawn.story.bodyType == BodyTypeDefOf.Fat && anim?.actors[actor]?.bodyTypeOffset?.Fat != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Fat.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Fat.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Female && anim?.actors[actor]?.bodyTypeOffset?.Female != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Female.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Female.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Male && anim?.actors[actor]?.bodyTypeOffset?.Male != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Male.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Male.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Thin && anim?.actors[actor]?.bodyTypeOffset?.Thin != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Thin.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Thin.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Hulk && anim?.actors[actor]?.bodyTypeOffset?.Hulk != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Hulk.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Hulk.Value.y; } } curStage = 0; animTicks = 0; stageTicks = 0; clipTicks = 0; controlGenitalAngle = anim.actors[actor].controlGenitalAngle; tickAnim(); } public bool LoopNeverending() { if(pawn?.jobs?.curDriver != null && (pawn.jobs.curDriver is JobDriver_Sex) && (pawn.jobs.curDriver as JobDriver_Sex).neverendingsex || (pawn.jobs.curDriver is JobDriver_SexBaseReciever) && (pawn.jobs.curDriver as JobDriver_Sex).Partner?.jobs?.curDriver != null && ((pawn.jobs.curDriver as JobDriver_Sex).Partner.jobs.curDriver as JobDriver_Sex).neverendingsex) { return true; } return false; } public void ResetOnLoop() { curStage = 1; animTicks = 0; stageTicks = 0; clipTicks = 0; tickAnim(); } } }
mu/rimworld
1.3/Source/Comps/CompBodyAnimator.cs
C#
unknown
19,294
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; namespace Rimworld_Animations { public class CompProperties_BodyAnimator : CompProperties { public CompProperties_BodyAnimator() { base.compClass = typeof(CompBodyAnimator); } } }
mu/rimworld
1.3/Source/Comps/CompProperties_BodyAnimator.cs
C#
unknown
377
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class CompProperties_ThingAnimator : CompProperties { public CompProperties_ThingAnimator() { base.compClass = typeof(CompThingAnimator); } } }
mu/rimworld
1.3/Source/Comps/CompProperties_ThingAnimator.cs
C#
unknown
365
using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class CompThingAnimator : ThingComp { Vector3 anchor; Pawn pawn; public bool isAnimating = false, mirror; int animTicks = 0, stageTicks = 0, clipTicks = 0, curStage = 0; float rotation = 0; float clipPercent = 0; public Vector3 deltaPos; AnimationDef anim; private ThingAnimationClip clip => (ThingAnimationClip)stage.animationClips[1]; private AnimationStage stage { get { return anim.animationStages[curStage]; } } public void StartAnimation(AnimationDef anim, Pawn pawn, bool mirror = false) { isAnimating = true; this.anim = anim; this.pawn = pawn; this.mirror = mirror; animTicks = 0; stageTicks = 0; clipTicks = 0; curStage = 0; clipPercent = 0; tickAnim(); } public void setAnchor(IntVec3 position) { anchor = position.ToVector3(); } public override void CompTick() { base.CompTick(); if(isAnimating) { if (pawn.Dead || pawn?.jobs?.curDriver == null || (pawn?.jobs?.curDriver != null && !(pawn?.jobs?.curDriver is rjw.JobDriver_Sex))) { isAnimating = false; } else { tickAnim(); } } } public void tickAnim() { if (!isAnimating) return; animTicks++; if (animTicks < anim.animationTimeTicks) { tickStage(); } else { if (LoopNeverending()) { ResetOnLoop(); } else { isAnimating = false; } } } public void tickStage() { if (stage == null) { isAnimating = false; return; } stageTicks++; if (stageTicks >= stage.playTimeTicks) { curStage++; stageTicks = 0; clipTicks = 0; clipPercent = 0; } if (curStage >= anim.animationStages.Count) { if (LoopNeverending()) { ResetOnLoop(); } else { isAnimating = false; } } else { tickClip(); } } public void tickClip() { clipTicks++; if (clipPercent >= 1 && stage.isLooping) { clipTicks = 1;//warning: don't set to zero or else calculations go wrong } clipPercent = (float)clipTicks / (float)clip.duration; calculateDrawValues(); } public void setAnchor(Thing thing) { //center on bed if (thing is Building_Bed) { anchor = thing.Position.ToVector3(); if (((Building_Bed)thing).SleepingSlotsCount == 2) { if (thing.Rotation.AsInt == 0) { anchor.x += 1; anchor.z += 1; } else if (thing.Rotation.AsInt == 1) { anchor.x += 1; } else if (thing.Rotation.AsInt == 3) { anchor.z += 1; } } else { if (thing.Rotation.AsInt == 0) { anchor.x += 0.5f; anchor.z += 1f; } else if (thing.Rotation.AsInt == 1) { anchor.x += 1f; anchor.z += 0.5f; } else if (thing.Rotation.AsInt == 2) { anchor.x += 0.5f; } else { anchor.z += 0.5f; } } } else { anchor = thing.Position.ToVector3Shifted(); } anchor -= new Vector3(0.5f, 0, 0.5f); } private void calculateDrawValues() { //shift up and right 0.5f to align center deltaPos = new Vector3((clip.PositionX.Evaluate(clipPercent)) * (mirror ? -1 : 1) + 0.5f, AltitudeLayer.Item.AltitudeFor(), clip.PositionZ.Evaluate(clipPercent) + 0.5f); //Log.Message("Clip percent: " + clipPercent + " deltaPos: " + deltaPos); rotation = clip.Rotation.Evaluate(clipPercent) * (mirror ? -1 : 1); } public void AnimateThing(Thing thing) { thing.Graphic.Draw(deltaPos + anchor, mirror ? Rot4.West : Rot4.East, thing, rotation); } public bool LoopNeverending() { if (pawn?.jobs?.curDriver != null && (pawn.jobs.curDriver is JobDriver_Sex) && (pawn.jobs.curDriver as JobDriver_Sex).neverendingsex) { return true; } return false; } public void ResetOnLoop() { curStage = 1; animTicks = 0; stageTicks = 0; clipTicks = 0; tickAnim(); } } }
mu/rimworld
1.3/Source/Comps/CompThingAnimator.cs
C#
unknown
6,130
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using Verse; namespace Rimworld_Animations { public class AnimationDef : Def { public List<AnimationStage> animationStages; public List<Actor> actors; public int animationTimeTicks = 0; //do not set manually public bool sounds = false; public List<rjw.xxx.rjwSextype> sexTypes = null; public List<String> interactionDefTypes = null; public List<string> tags = new List<string>(); public override void PostLoad() { base.PostLoad(); foreach(AnimationStage stage in animationStages) { stage.initialize(); animationTimeTicks += stage.playTimeTicks; } } } }
mu/rimworld
1.3/Source/Defs/AnimationDef.cs
C#
unknown
842
using System; using System.Collections.Generic; using RimWorld; using UnityEngine; using Verse; using Rimworld_Animations; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class PawnWoundDrawerExtension { public static void RenderOverBody(this PawnWoundDrawer pawnWoundDrawer, Vector3 drawLoc, Mesh bodyMesh, Quaternion quat, bool drawNow, BodyTypeDef.WoundLayer layer, Rot4 pawnRot, bool? overApparel = null, Pawn pawn = null, PawnRenderFlags flags = new PawnRenderFlags()) { if (pawn == null) { return; } if (!flags.FlagSet(PawnRenderFlags.Portrait) && layer == BodyTypeDef.WoundLayer.Head) { CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); if (pawnAnimator != null && pawnAnimator.isAnimating && pawn.Drawer.renderer.graphics.headGraphic != null) { pawnRot = pawnAnimator.headFacing; quat = Quaternion.AngleAxis(angle: pawnAnimator.headAngle, axis: Vector3.up); float y = drawLoc.y; drawLoc = pawnAnimator.getPawnHeadPosition() - Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing); drawLoc.y = y; } } pawnWoundDrawer.RenderOverBody(drawLoc, bodyMesh, quat, drawNow, layer, pawnRot, overApparel); } } }
mu/rimworld
1.3/Source/Extensions/PawnWoundDrawerExtension.cs
C#
unknown
1,298