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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; using UnityEngine; namespace Rimworld_Animations { class MainTabWindow_OffsetConfigure : MainTabWindow { public override Vector2 RequestedTabSize => new Vector2(505, 380); public override void DoWindowContents(Rect inRect) { Rect position = new Rect(inRect.x, inRect.y, inRect.width, inRect.height); Listing_Standard listingStandard = new Listing_Standard(); listingStandard.Begin(position); listingStandard.Label("Animation Manager"); listingStandard.GapLine(); if (Find.Selector.SingleSelectedThing is Pawn) { Pawn curPawn = Find.Selector.SingleSelectedThing as Pawn; if (curPawn.TryGetComp<CompBodyAnimator>().isAnimating) { AnimationDef def = curPawn.TryGetComp<CompBodyAnimator>().CurrentAnimation; int ActorIndex = curPawn.TryGetComp<CompBodyAnimator>().ActorIndex; float offsetX = 0, offsetZ = 0, rotation = 0; string bodyTypeDef = (curPawn.story?.bodyType != null) ? curPawn.story.bodyType.ToString() : ""; if (AnimationSettings.offsets.ContainsKey(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex)) { offsetX = AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].x; offsetZ = AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].y; } else { AnimationSettings.offsets.Add(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex, new Vector2(0, 0)); } if (AnimationSettings.rotation.ContainsKey(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex)) { rotation = AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex]; } else { AnimationSettings.rotation.Add(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex, 0); } listingStandard.Label("Name: " + curPawn.Name + " Race: " + curPawn.def.defName + " Actor Index: " + curPawn.TryGetComp<CompBodyAnimator>().ActorIndex + " Body Type (if any): " + bodyTypeDef + " Animation: " + def.label + (curPawn.TryGetComp<CompBodyAnimator>().Mirror ? " mirrored" : "")); if(curPawn.def.defName == "Human") { listingStandard.Label("Warning--You generally don't want to change human offsets, only alien offsets"); } bool mirrored = curPawn.TryGetComp<CompBodyAnimator>().Mirror; float.TryParse(listingStandard.TextEntryLabeled("X Offset: ", offsetX.ToString()), out offsetX); offsetX = listingStandard.Slider(offsetX, -2 * (mirrored ? -1 : 1), 2 * (mirrored ? -1 : 1)); float.TryParse(listingStandard.TextEntryLabeled("Z Offset: ", offsetZ.ToString()), out offsetZ); offsetZ = listingStandard.Slider(offsetZ, -2, 2); float.TryParse(listingStandard.TextEntryLabeled("Rotation: ", rotation.ToString()), out rotation); rotation = listingStandard.Slider(rotation, -180, 180); if(listingStandard.ButtonText("Reset All")) { offsetX = 0; offsetZ = 0; rotation = 0; } listingStandard.GapLine(); if(listingStandard.ButtonText("Shift Actors")) { if(AnimationSettings.debugMode) { Log.Message("Shifting actors in animation..."); } for(int i = 0; i < curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.Count; i++) { Pawn actor = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation[i]; actor.TryGetComp<CompBodyAnimator>()?.shiftActorPositionAndRestartAnimation(); //reset the clock time of every pawn in animation if(actor.jobs.curDriver is rjw.JobDriver_Sex) { (actor.jobs.curDriver as rjw.JobDriver_Sex).ticks_left = def.animationTimeTicks; (actor.jobs.curDriver as rjw.JobDriver_Sex).ticksLeftThisToil = def.animationTimeTicks; (actor.jobs.curDriver as rjw.JobDriver_Sex).duration = def.animationTimeTicks; } } } if (offsetX != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].x || offsetZ != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].y) { AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = new Vector2(offsetX, offsetZ); } if(rotation != AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex]) { AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = rotation; } } } else { listingStandard.Label("Select a pawn currently in an animation to change their offsets"); } listingStandard.End(); } public override void PreOpen() { base.PreOpen(); if(AnimationSettings.offsets == null) { if (AnimationSettings.debugMode) Log.Message("New offsets"); AnimationSettings.offsets = new Dictionary<string, Vector2>(); } if(AnimationSettings.rotation == null) { if (AnimationSettings.debugMode) Log.Message("New rotation"); AnimationSettings.rotation = new Dictionary<string, float>(); } } public override void PostClose() { base.PostClose(); LoadedModManager.GetMod<RJW_Animations>().WriteSettings(); } } }
mu/rimworld
1.3/Source/MainTabWindows/MainTabWindow_OffsetConfigure.cs
C#
unknown
6,564
using RimWorld; using Verse; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { [DefOf] public static class OffsetMainButtonDefOf { public static MainButtonDef OffsetManager; static OffsetMainButtonDefOf() { DefOfHelper.EnsureInitializedInCtor(typeof(OffsetMainButtonDefOf)); } } }
mu/rimworld
1.3/Source/MainTabWindows/OffsetMainButtonDefOf.cs
C#
unknown
436
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using RimWorld.Planet; using Verse; namespace Rimworld_Animations { public class WorldComponent_UpdateMainTab : WorldComponent { public WorldComponent_UpdateMainTab(World world) : base(world) { } public override void FinalizeInit() { base.FinalizeInit(); OffsetMainButtonDefOf.OffsetManager.buttonVisible = AnimationSettings.offsetTab; } } }
mu/rimworld
1.3/Source/MainTabWindows/WorldComponent_UpdateMainTab.cs
C#
unknown
547
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using HarmonyLib; using System.Reflection; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Harmony_PatchAll { static Harmony_PatchAll() { Harmony val = new Harmony("rjwanim"); val.PatchAll(Assembly.GetExecutingAssembly()); } } }
mu/rimworld
1.3/Source/Patches/Harmony_PatchAll.cs
C#
unknown
451
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; using AlienRace; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class HarmonyPatch_AlienRace { static HarmonyPatch_AlienRace() { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("AlienRace.HarmonyPatches"), "DrawAddons"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_AnimateHeadAddons"))); } public static bool Prefix_AnimateHeadAddons(PawnRenderFlags renderFlags, Vector3 vector /*rootloc*/, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation) { if (renderFlags.FlagSet(PawnRenderFlags.Portrait) || pawn.TryGetComp<CompBodyAnimator>() == null || !pawn.TryGetComp<CompBodyAnimator>().isAnimating) return true; if (!(pawn.def is ThingDef_AlienRace alienProps) || renderFlags.FlagSet(PawnRenderFlags.Invisible)) return false; List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons; AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>(); CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); for (int i = 0; i < addons.Count; i++) { AlienPartGenerator.BodyAddon ba = addons[index: i]; if (!ba.CanDrawAddon(pawn: pawn)) continue; bool forceDrawForBody = false; if (alienProps.defName.Contains("Orassan") && ba.path.ToLower().Contains("tail")) { forceDrawForBody = true; } AlienPartGenerator.RotationOffset offset = ba.defaultOffsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = ba.offsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero); vector2.y = (ba.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = ba.angle; if (rotation == Rot4.North) { if (ba.layerInvert) { vector2.y = 0f - vector2.y; } num = 0f; } if (rotation == Rot4.East) { num = 0f - num; vector2.x = 0f - vector2.x; } Graphic addonGraphic = comp.addonGraphics[i]; addonGraphic.drawSize = ((renderFlags.FlagSet(PawnRenderFlags.Portrait) && ba.drawSizePortrait != Vector2.zero) ? ba.drawSizePortrait : ba.drawSize) * (ba.scaleWithPawnDrawsize ? (ba.alignWithHead ? (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitHeadDrawSize : comp.customHeadDrawSize) : (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitDrawSize : comp.customDrawSize)) : Vector2.one) * 1.5f; Vector3 orassanv = Vector3.zero; bool orassan = false; if ((pawn.def as ThingDef_AlienRace).defName == "Alien_Orassan") { orassan = true; if (ba.path.Contains("closed")) { continue; } if (ba.bodyPart.Contains("ear")) { orassan = true; orassanv = new Vector3(0, 0, 0.23f); if (pawnAnimator.headFacing == Rot4.North) { orassanv.z -= 0.1f; orassanv.y += 1f; if (ba.bodyPart.Contains("left")) { orassanv.x += 0.03f; } else { orassanv.x -= 0.03f; } } else if (pawnAnimator.headFacing == Rot4.East) { orassanv.x -= 0.1f; } else if (pawnAnimator.headFacing == Rot4.West) { orassanv.x = 0.1f; } else { orassanv.z -= 0.1f; orassanv.y += 1f; if (ba.bodyPart.Contains("right")) { //orassanv.x += 0.3f; } else { //orassanv.x -= 0.3f; } } orassanv = orassanv.RotatedBy(pawnAnimator.headAngle); } } if ((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead) { Quaternion addonRotation = Quaternion.AngleAxis(pawnAnimator.headAngle < 0 ? 360 - (360 % pawnAnimator.headAngle) : pawnAnimator.headAngle, Vector3.up); /* * * genital rotation is borked if (AnimationSettings.controlGenitalRotation && pawnAnimator.controlGenitalAngle && ba?.hediffGraphics != null && ba.hediffGraphics.Count != 0 && ba.hediffGraphics[0]?.path != null && (ba.hediffGraphics[0].path.Contains("Penis") || ba.hediffGraphics[0].path.Contains("penis"))) { addonRotation = Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle < 0 ? 360 - (360 % pawnAnimator.genitalAngle) : pawnAnimator.genitalAngle, axis: Vector3.up); } */ GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: pawnAnimator.headFacing), loc: vector /*rootloc*/ + orassanv + (ba.alignWithHead && !orassan ? headOffset : headOffset - addonRotation * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing)) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } else { Quaternion addonRotation = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up); if (AnimationSettings.controlGenitalRotation && pawnAnimator.controlGenitalAngle && ba?.hediffGraphics != null && ba.hediffGraphics.Count != 0 && ba.hediffGraphics[0]?.path != null && (ba.hediffGraphics[0].path.Contains("Penis") || ba.hediffGraphics[0].path.Contains("penis"))) { GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up), mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } else { GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } } } return false; } } [HarmonyPatch(typeof(PawnGraphicSet), "ResolveApparelGraphics")] public static class HarmonyPatch_ResolveApparelGraphics { public static bool Prefix(ref Pawn ___pawn) { if (___pawn.TryGetComp<CompBodyAnimator>() != null && ___pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return false; } return true; } } /* [HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")] public static class HarmonyPatch_AlienRace { public static void RenderHeadAddonInAnimation(Mesh mesh, Vector3 loc, Quaternion quat, Material mat, bool drawNow, Graphic graphic, AlienPartGenerator.BodyAddon bodyAddon, Vector3 v, Vector3 headOffset, Pawn pawn, PawnRenderFlags renderFlags, Vector3 vector, Rot4 rotation) { CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>(); if (pawnAnimator != null && pawnAnimator.isAnimating) { if((bodyAddon.drawnInBed || bodyAddon.alignWithHead)) { AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero); vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = bodyAddon.angle; if (rotation == Rot4.North) { if (bodyAddon.layerInvert) { vector2.y = -vector2.y; } num = 0f; } if (rotation == Rot4.East) { num = -num; vector2.x = -vector2.x; } vector = vector + Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.bodyFacing) - pawnAnimator.getPawnHeadOffset(); //convert vector into pseudo body pos for head quat = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up); loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f); mat = graphic.MatAt(rot: pawnAnimator.headFacing); } else { AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero); vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = bodyAddon.angle; if (rotation == Rot4.North) { if (bodyAddon.layerInvert) { vector2.y = -vector2.y; } num = 0f; } if (rotation == Rot4.East) { num = -num; vector2.x = -vector2.x; } quat = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up); loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f); } } GenDraw.DrawMeshNowOrLater(mesh, loc, quat, mat, drawNow); /* if (pawnAnimator != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && pawnAnimator.isAnimating && (bodyAddon.drawnInBed || bodyAddon.alignWithHead)) { if ((pawn.def as ThingDef_AlienRace).defName == "Alien_Orassan") { orassan = true; if(bodyAddon.path.Contains("closed")) { return; } if (bodyAddon.bodyPart.Contains("ear")) { orassan = true; orassanv = new Vector3(0, 0, 0.23f); if (pawnAnimator.headFacing == Rot4.North) { orassanv.z -= 0.1f; orassanv.y += 1f; if(bodyAddon.bodyPart.Contains("left")) { orassanv.x += 0.03f; } else { orassanv.x -= 0.03f; } } else if (pawnAnimator.headFacing == Rot4.East) { orassanv.x -= 0.1f; } else if (pawnAnimator.headFacing == Rot4.West) { orassanv.x = 0.1f; } else { orassanv.z -= 0.1f; orassanv.y += 1f; if (bodyAddon.bodyPart.Contains("right")) { orassanv.x += 0.05f; } else { orassanv.x -= 0.05f; } } orassanv = orassanv.RotatedBy(pawnAnimator.headAngle); } } GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: loc + orassanv + (bodyAddon.alignWithHead ? headOffset : Vector3.zero),// + v.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);; } else { } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { List<CodeInstruction> ins = instructions.ToList(); for (int i = 0; i < ins.Count; i++) { Type[] type = new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool) }; if (ins[i].OperandIs(AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater", type))) { yield return new CodeInstruction(OpCodes.Ldloc, (object)7); //graphic yield return new CodeInstruction(OpCodes.Ldloc, (object)4); //bodyAddon yield return new CodeInstruction(OpCodes.Ldloc, (object)5); //offsetVector/AddonOffset (v) yield return new CodeInstruction(OpCodes.Ldarg, (object)2); //headOffset yield return new CodeInstruction(OpCodes.Ldarg, (object)3); //pawn yield return new CodeInstruction(OpCodes.Ldarg, (object)0); //renderflags yield return new CodeInstruction(OpCodes.Ldarg, (object)1); //vector yield return new CodeInstruction(OpCodes.Ldarg, (object)5); //rotation yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(HarmonyPatch_AlienRace), "RenderHeadAddonInAnimation")); } else { yield return ins[i]; } } } public static bool Prefix(PawnRenderFlags renderFlags, ref Vector3 vector, ref Vector3 headOffset, Pawn pawn, ref Quaternion quat, ref Rot4 rotation) { if(pawn == null) { return true; } CompBodyAnimator anim = pawn.TryGetComp<CompBodyAnimator>(); if(anim == null) { return true; } if (anim != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && anim.isAnimating) { //quat = Quaternion.AngleAxis(anim.bodyAngle, Vector3.up); } return true; } } */ }
mu/rimworld
1.3/Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs
C#
unknown
14,346
/* using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using rjw; using Verse; using RimWorld; using System.Reflection.Emit; using System.Reflection; using UnityEngine; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class HarmonyPatch_CSL { static HarmonyPatch_CSL() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Children, school and learning")) { (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("Children.PawnRenderer_RenderPawnInternal_Patch"), "RenderPawnInternalScaled"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Prefix_CSL")), transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Transpiler_CSL"))); } }))(); } catch (TypeLoadException ex) { } } public static void Prefix_CSL(PawnRenderer __instance, Pawn pawn, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) { PawnGraphicSet graphics = __instance.graphics; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (!graphics.AllResolved) { graphics.ResolveAllGraphics(); } if (bodyAnim != null && bodyAnim.isAnimating && !portrait) { bodyAnim.tickGraphics(graphics); pawn.TryGetComp<CompBodyAnimator>().animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing); } } public static IEnumerable<CodeInstruction> Transpiler_CSL(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater"); FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic"); List<CodeInstruction> codes = instructions.ToList(); bool forHead = true; for (int i = 0; i < codes.Count(); i++) { //Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Ldarg_2); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn), typeof(float) })); } //checking for if(graphics.headGraphic != null) else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) { forHead = true; yield return codes[i]; } //checking for if(renderbody) else if (codes[i].opcode == OpCodes.Ldarg_3) { forHead = false; yield return codes[i]; } else { yield return codes[i]; } } } } }*/
mu/rimworld
1.3/Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs
C#
unknown
3,091
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { class HarmonyPatch_DontShaveYourHead { [StaticConstructorOnStartup] public static class Patch_DontShaveYourHead { static Patch_DontShaveYourHead() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Don't Shave Your Head 1.0")) { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("DontShaveYourHead.Harmony_PawnRenderer"), "DrawHairReroute"), //typeof(ShowHair.Patch_PawnRenderer_RenderPawnInternal), nameof(ShowHair.Patch_PawnRenderer_RenderPawnInternal.Postfix)), transpiler: new HarmonyMethod(AccessTools.Method(typeof(Patch_ShowHairWithHats), "Transpiler"))); } }))(); } catch (TypeLoadException ex) { } } } } }
mu/rimworld
1.3/Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs
C#
unknown
936
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Patch_FacialAnimation { static Patch_FacialAnimation() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[NL] Facial Animation - WIP")) { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("FacialAnimation.DrawFaceGraphicsComp"), "DrawGraphics"), prefix: new HarmonyMethod(AccessTools.Method(typeof(Patch_FacialAnimation), "Prefix"))); } }))(); } catch (TypeLoadException ex) { } } public static bool Prefix(ref Pawn ___pawn, ref Rot4 headFacing, ref Vector3 headOrigin, ref Quaternion quaternion, ref bool portrait) { CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>(); if (bodyAnim != null && bodyAnim.isAnimating && !portrait) { headFacing = bodyAnim.headFacing; headOrigin = new Vector3(bodyAnim.getPawnHeadPosition().x, headOrigin.y, bodyAnim.getPawnHeadPosition().z); quaternion = Quaternion.AngleAxis(bodyAnim.headAngle, Vector3.up); } return true; } /* public static List<string> rjwLovinDefNames = new List<string>{ "Lovin", "Quickie", "GettingQuickie", "JoinInBed", "JoinInBedAnimation", "GettinLovedAnimation", "GettinLoved", "GettinLicked", "GettinSucked", "GettinRaped", "ViolateCorpse", "RJW_Masturbate", "GettinBred", "Breed", "RJW_Mate", "Bestiality", "BestialityForFemale", "StruggleInBondageGear", "WhoreIsServingVisitors", "UseFM" }; public static List<string> rjwRapeDefNames = new List<string> { "RapeComfortPawn", "RandomRape", "RapeEnemy" }; public static bool Prefix_IsSameA(JobDef job, string ___jobDef, ref bool __result) { if(___jobDef != null && ___jobDef == "Lovin" && job?.defName != null && rjwLovinDefNames.Contains(job?.defName)) { __result = true; return false; } else if (___jobDef != null && ___jobDef == "Wait_Combat" && job?.defName != null && rjwRapeDefNames.Contains(job?.defName)) { __result = true; return false; } return true; } public static bool Prefix_IsSameB(string jobName, string ___jobDef, ref bool __result) { if (___jobDef != null && ___jobDef == "Lovin" && jobName != null && rjwLovinDefNames.Contains(jobName)) { __result = true; return false; } if (___jobDef != null && ___jobDef == "Wait_Combat" && jobName != null && rjwRapeDefNames.Contains(jobName)) { __result = true; return false; } return true; } */ } }
mu/rimworld
1.3/Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs
C#
unknown
2,816
/*using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using UnityEngine; using System.Reflection; using System.Reflection.Emit; namespace Rimworld_Animations { public static class HarmonyPatch_HatsDisplaySelection { public static void PatchHatsDisplaySelectionArgs() { (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatCEWithHair"), transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate"))); (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatWithHair"), transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate"))); (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHeadApparelWithHair"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "PrefixPatchForDrawHeadApparelWithHair"))); } public static void PrefixPatchForDrawHeadApparelWithHair(PawnRenderer renderer, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) { PawnGraphicSet graphics = renderer.graphics; Pawn pawn = graphics.pawn; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (!graphics.AllResolved) { graphics.ResolveAllGraphics(); } if (bodyAnim != null && bodyAnim.isAnimating && !portrait && pawn.Map == Find.CurrentMap) { bodyAnim.tickGraphics(graphics); bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing); } } public static IEnumerable<CodeInstruction> ReplaceDrawMeshOrLaterWithAnimate(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater"); List<CodeInstruction> codes = instructions.ToList(); for (int i = 0; i < instructions.Count(); i++) { if (codes[i]. (drawMeshNowOrLater)) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(AccessTools.TypeByName("HatDisplaySelection.Patch"), "pawn")); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) })); } else { yield return codes[i]; } } } } } */
mu/rimworld
1.3/Source/Patches/OtherModPatches/HarmonyPatch_HatsDisplaySelection.cs
C#
unknown
3,196
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Patch_ShowHairWithHats { static Patch_ShowHairWithHats() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[KV] Show Hair With Hats or Hide All Hats - 1.1")) { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("ShowHair.Patch_PawnRenderer_RenderPawnInternal"), "Postfix"), //typeof(ShowHair.Patch_PawnRenderer_RenderPawnInternal), nameof(ShowHair.Patch_PawnRenderer_RenderPawnInternal.Postfix)), transpiler: new HarmonyMethod(AccessTools.Method(typeof(Patch_ShowHairWithHats), "Transpiler"))); } }))(); } catch (TypeLoadException ex) { } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater"); List<CodeInstruction> codes = instructions.ToList(); for (int i = 0; i < codes.Count(); i++) { //Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method if (codes[i].OperandIs(drawMeshNowOrLater)) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) })); } else { yield return codes[i]; } } } } }
mu/rimworld
1.3/Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs
C#
unknown
1,930
using HarmonyLib; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "PlaySexSound")] class HarmonyPatch_PlaySexSounds { public static bool Prefix(JobDriver_Sex __instance) { if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return false; } return true; } } }
mu/rimworld
1.3/Source/Patches/RJWPatches/HarmonyPatch_PlaySexSounds.cs
C#
unknown
543
using HarmonyLib; using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "SexTick")] public class HarmonyPatch_SexTick { public static bool Prefix(JobDriver_Sex __instance, Pawn pawn, Thing target) { if ((target is Pawn) && !( (target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever && ((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners.Any() && ((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners[0] == pawn)) { __instance.ticks_left--; __instance.sex_ticks--; __instance.Orgasm(); if (pawn.IsHashIntervalTick(__instance.ticks_between_thrusts)) { __instance.ChangePsyfocus(pawn, target); __instance.Animate(pawn, target); __instance.PlaySexSound(); if (!__instance.Sexprops.isRape) { pawn.GainComfortFromCellIfPossible(false); if (target is Pawn) { (target as Pawn).GainComfortFromCellIfPossible(false); } } if(!__instance.isEndytophile) { SexUtility.DrawNude(pawn, false); } } return false; } return true; } } }
mu/rimworld
1.3/Source/Patches/RJWPatches/HarmonyPatch_SexTick.cs
C#
unknown
1,434
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using rjw; using HarmonyLib; using Verse; using RimWorld; using Verse.AI; namespace Rimworld_Animations { /* [HarmonyPatch(typeof(WorkGiver_Sex), "JobOnThing")] public static class HarmonyPatch_WorkGiverSex { public static bool Prefix(ref Job __result, ref Thing t) { Building_Bed bed = RestUtility.CurrentBed(t as Pawn); if (bed == null) { return false; } __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), t as Pawn, bed); return false; } } */ }
mu/rimworld
1.3/Source/Patches/RJWPatches/HarmonyPatch_WorkGiverSex.cs
C#
unknown
720
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; using System.Reflection.Emit; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(Bed_Utility), "in_same_bed")] public static class HarmonyPatch_JobDriver_InSameBedPatch { public static bool Prefix(Pawn partner, ref bool __result) { if(partner != null && partner.CurJobDef == xxx.casual_sex) { __result = true; return false; } return true; } } [HarmonyPatch(typeof(JobDriver_JoinInBed), "MakeNewToils")] public static class HarmonyPatch_JobDriver_JoinInBed { public static void Postfix(JobDriver_JoinInBed __instance, ref IEnumerable<Toil> __result) { var toils = __result.ToList(); Toil goToPawnInBed = Toils_Goto.GotoThing(__instance.iTarget, PathEndMode.OnCell); goToPawnInBed.FailOn(() => !RestUtility.InBed(__instance.Partner) && __instance.Partner.CurJobDef != xxx.gettin_loved && !Bed_Utility.in_same_bed(__instance.Partner, __instance.pawn)); toils[1] = goToPawnInBed; Toil startPartnerSex = new Toil(); startPartnerSex.initAction = delegate { if (!(__instance.Partner.jobs.curDriver is JobDriver_SexBaseReciever)) // allows threesomes { Job gettinLovedJob = JobMaker.MakeJob(xxx.gettin_loved, __instance.pawn, __instance.Bed); // new gettin loved toil that wakes up the pawn goes here __instance.Partner.jobs.jobQueue.EnqueueFirst(gettinLovedJob); __instance.Partner.jobs.EndCurrentJob(JobCondition.InterruptForced); } }; toils[2] = startPartnerSex; toils[3].AddPreTickAction(() => { if (!__instance.Partner.TryGetComp<CompBodyAnimator>().isAnimating) { __instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating = false; } }); __result = toils.AsEnumerable(); } } }
mu/rimworld
1.3/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_JoinInBed.cs
C#
unknown
2,278
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "Start")] static class HarmonyPatch_JobDriver_SexBaseInitiator_Start { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { /* These particular jobs need special code don't play anim for now */ if(__instance is JobDriver_Masturbate || __instance is JobDriver_ViolateCorpse) { return; } if(!AnimationSettings.PlayAnimForNonsexualActs && NonSexualAct(__instance)) { return; } Pawn pawn = __instance.pawn; Building_Bed bed = __instance.Bed; if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) { Pawn Target = __instance.Target as Pawn; bool quickie = (__instance is JobDriver_SexQuick) && AnimationSettings.fastAnimForQuickie; int preAnimDuration = __instance.duration; int AnimationTimeTicks = 0; if (bed != null) { RerollAnimations(Target, out AnimationTimeTicks, bed as Thing, __instance.Sexprops.sexType, quickie, sexProps: __instance.Sexprops); } else { RerollAnimations(Target, out AnimationTimeTicks, sexType: __instance.Sexprops.sexType, fastAnimForQuickie: quickie, sexProps: __instance.Sexprops); } //Modify Orgasm ticks to only orgasm as many times as RJW stock orgasm allows if(AnimationTimeTicks != 0) { __instance.orgasmstick = preAnimDuration * __instance.orgasmstick / AnimationTimeTicks; } } } public static void RerollAnimations(Pawn pawn, out int AnimationTimeTicks, Thing bed = null, xxx.rjwSextype sexType = xxx.rjwSextype.None, bool fastAnimForQuickie = false, rjw.SexProps sexProps = null) { AnimationTimeTicks = 0; if(pawn == null || !(pawn.jobs?.curDriver is JobDriver_SexBaseReciever)) { Log.Error("Error: Tried to reroll animations when pawn isn't sexing"); return; } List<Pawn> pawnsToAnimate = (pawn.jobs.curDriver as JobDriver_SexBaseReciever).parteners.ToList(); if (!pawnsToAnimate.Contains(pawn)) { pawnsToAnimate = pawnsToAnimate.Append(pawn).ToList(); } for(int i = 0; i < pawnsToAnimate.Count; i++) { if(pawnsToAnimate[i].TryGetComp<CompBodyAnimator>() == null) { Log.Error("Error: " + pawnsToAnimate[i].Name + " of race " + pawnsToAnimate[i].def.defName + " does not have CompBodyAnimator attached!"); break; } } AnimationDef anim = AnimationUtility.tryFindAnimation(ref pawnsToAnimate, sexType, sexProps); if (anim != null) { bool mirror = GenTicks.TicksGame % 2 == 0; IntVec3 pos = pawn.Position; for (int i = 0; i < anim.actors.Count; i++) { pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().isAnimating = false; } for (int i = 0; i < pawnsToAnimate.Count; i++) { if (bed != null) pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(bed); else { pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(pos); } bool shiver = pawnsToAnimate[i].jobs.curDriver is JobDriver_SexBaseRecieverRaped; pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().StartAnimation(anim, pawnsToAnimate, i, mirror, shiver, fastAnimForQuickie); int animTicks = anim.animationTimeTicks - (fastAnimForQuickie ? anim.animationStages[0].playTimeTicks : 0); (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_left = animTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).sex_ticks = animTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).duration = animTicks; AnimationTimeTicks = animTicks; if(!AnimationSettings.hearts) { (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_between_hearts = Int32.MaxValue; } } } else { Log.Message("No animation found"); /* //if pawn isn't already animating, if (!pawn.TryGetComp<CompBodyAnimator>().isAnimating) { (pawn.jobs.curDriver as JobDriver_SexBaseReciever).increase_time(duration); //they'll just do the thrusting anim } */ } } static IEnumerable<String> NonSexActRulePackDefNames = new String[] { "MutualHandholdingRP", "MutualMakeoutRP", }; public static bool NonSexualAct(JobDriver_SexBaseInitiator sexBaseInitiator) { if(NonSexActRulePackDefNames.Contains(sexBaseInitiator.Sexprops.rulePack)) { return true; } return false; } } [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "End")] static class HarmonyPatch_JobDriver_SexBaseInitiator_End { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) { if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating) { List<Pawn> parteners = ((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners; for (int i = 0; i < parteners.Count; i++) { //prevents pawns who started a new anim from stopping their new anim if (!((parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator) != null && (parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator).Target != __instance.pawn)) parteners[i].TryGetComp<CompBodyAnimator>().isAnimating = false; } __instance.Target.TryGetComp<CompBodyAnimator>().isAnimating = false; if (xxx.is_human((__instance.Target as Pawn))) { (__instance.Target as Pawn)?.Drawer.renderer.graphics.ResolveApparelGraphics(); PortraitsCache.SetDirty((__instance.Target as Pawn)); } } ((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Remove(__instance.pawn); } if (xxx.is_human(__instance.pawn)) { __instance.pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); PortraitsCache.SetDirty(__instance.pawn); } } } }
mu/rimworld
1.3/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
6,072
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; using System.Reflection.Emit; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseRecieverLoved), "MakeSexToil")] public static class HarmonyPatch_JobDriver_SexBaseReceiverLoved { public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> codeInstructions) { var ins = codeInstructions.ToList(); for(int i = 0; i < ins.Count; i++) { if(i + 13 < ins.Count && ins[i + 13].opcode == OpCodes.Call && ins[i + 13].OperandIs(AccessTools.DeclaredMethod(typeof(Toils_LayDown), "LayDown"))) { ins.RemoveRange(i, 14); } else { yield return ins[i]; } } } } }
mu/rimworld
1.3/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs
C#
unknown
983
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; using UnityEngine; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "DrawHeadHair")] public static class HarmonyPatch_HeadHair { public static void Prefix(ref Vector3 headOffset, ref float angle) { } } }
mu/rimworld
1.3/Source/Patches/RimworldPatches/HarmonyPatch_HeadHair.cs
C#
unknown
432
using System; using System.Collections.Generic; using System.Linq; using HarmonyLib; using RimWorld; using Verse; using UnityEngine; using System.Reflection; using System.Reflection.Emit; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "RenderPawnInternal", new Type[] { typeof(Vector3), typeof(float), typeof(bool), typeof(Rot4), typeof(RotDrawMode), typeof(PawnRenderFlags) } )] public static class HarmonyPatch_PawnRenderer { [HarmonyBefore(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })] public static void Prefix(PawnRenderer __instance, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, RotDrawMode bodyDrawType, PawnRenderFlags flags) { if (flags.FlagSet(PawnRenderFlags.Portrait)) return; PawnGraphicSet graphics = __instance.graphics; Pawn pawn = graphics.pawn; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (bodyAnim != null && bodyAnim.isAnimating && pawn.Map == Find.CurrentMap) { bodyAnim.animatePawnBody(ref rootLoc, ref angle, ref bodyFacing); } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { List<CodeInstruction> ins = instructions.ToList(); for(int i = 0; i < instructions.Count(); i++) { if (i - 3 >= 0 && ins[i - 3].opcode == OpCodes.Call && ins[i - 3].operand != null && ins[i - 3].OperandIs(AccessTools.DeclaredMethod(typeof(PawnRenderer), "BaseHeadOffsetAt"))) { yield return new CodeInstruction(OpCodes.Ldloca, (object)0); yield return new CodeInstruction(OpCodes.Ldloca, (object)7); yield return new CodeInstruction(OpCodes.Ldloca, (object)6); yield return new CodeInstruction(OpCodes.Ldarga, (object)2); yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Ldarg, (object)6); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), "AdjustHead")); yield return ins[i]; //headFacing equals true } // Fixes the offsets for eye implants and wounds on the head during animations else if (ins[i].opcode == OpCodes.Callvirt && ins[i].operand != null && ins[i].OperandIs(AccessTools.DeclaredMethod(typeof(PawnWoundDrawer), "RenderOverBody"))) { // Pass some additional info to a new overload of RenderOverBody yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Ldarg_S, (object)6); // renderer flags yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(PawnWoundDrawerExtension), "RenderOverBody")); } else { yield return ins[i]; } } } } }
mu/rimworld
1.3/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderer.cs
C#
unknown
3,068
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Thing), "Rotation", MethodType.Getter)] public static class HarmonyPatch_PawnRotation { public static bool Prefix(Thing __instance, ref Rot4 __result) { if(!(__instance is Pawn) || (__instance as Pawn)?.TryGetComp<CompBodyAnimator>() == null || !(__instance as Pawn).TryGetComp<CompBodyAnimator>().isAnimating) { return true; } Pawn pawn = (__instance as Pawn); __result = pawn.TryGetComp<CompBodyAnimator>().bodyFacing; return false; } } }
mu/rimworld
1.3/Source/Patches/RimworldPatches/HarmonyPatch_PawnRotation.cs
C#
unknown
757
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Pawn_DrawTracker), "DrawPos", MethodType.Getter)] public static class HarmonyPatch_Pawn_DrawTracker { public static bool Prefix(ref Pawn ___pawn, ref Vector3 __result) { CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>(); if (bodyAnim != null && bodyAnim.isAnimating) { __result = ___pawn.TryGetComp<CompBodyAnimator>().anchor + ___pawn.TryGetComp<CompBodyAnimator>().deltaPos; return false; } return true; } } }
mu/rimworld
1.3/Source/Patches/RimworldPatches/HarmonyPatch_Pawn_DrawTracker.cs
C#
unknown
764
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "RenderPawnAt")] public static class PawnRenderer_RenderPawnAt_Patch { static bool ClearCache(Pawn pawn) { return pawn.IsInvisible() || (pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating); } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { var list = instructions.ToList(); foreach (CodeInstruction i in instructions) { if (i.OperandIs(AccessTools.Method(typeof(PawnUtility), "IsInvisible"))) { yield return new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(PawnRenderer_RenderPawnAt_Patch), "ClearCache")); } else { yield return i; } } } } }
mu/rimworld
1.3/Source/Patches/RimworldPatches/HarmonyPatch_SetPawnAnimatable.cs
C#
unknown
1,003
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Thing), "DrawAt")] public static class HarmonyPatch_Thing { public static bool Prefix(Thing __instance) { CompThingAnimator thingAnimator = __instance.TryGetComp<CompThingAnimator>(); if (thingAnimator != null && thingAnimator.isAnimating) { thingAnimator.AnimateThing(__instance); return false; } return true; } } }
mu/rimworld
1.3/Source/Patches/RimworldPatches/HarmonyPatch_Thing.cs
C#
unknown
690
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using UnityEngine; using RimWorld; namespace Rimworld_Animations { public class AnimationSettings : ModSettings { public static bool orgasmQuiver, rapeShiver, soundOverride = true, hearts = true, controlGenitalRotation = false, applySemenOnAnimationOrgasm = false, fastAnimForQuickie = false, PlayAnimForNonsexualActs = true; public static bool offsetTab = false, debugMode = false; public static float shiverIntensity = 2f; public static Dictionary<string, Vector2> offsets = new Dictionary<string, Vector2>(); public static Dictionary<string, float> rotation = new Dictionary<string, float>(); public override void ExposeData() { base.ExposeData(); Scribe_Values.Look(ref debugMode, "RJWAnimations-AnimsDebugMode", false); Scribe_Values.Look(ref offsetTab, "RJWAnimations-EnableOffsetTab", false); Scribe_Values.Look(ref controlGenitalRotation, "RJWAnimations-controlGenitalRotation", false); Scribe_Values.Look(ref orgasmQuiver, "RJWAnimations-orgasmQuiver"); Scribe_Values.Look(ref fastAnimForQuickie, "RJWAnimations-fastAnimForQuickie"); Scribe_Values.Look(ref rapeShiver, "RJWAnimations-rapeShiver"); Scribe_Values.Look(ref hearts, "RJWAnimation-sheartsOnLovin"); Scribe_Values.Look(ref PlayAnimForNonsexualActs, "RJWAnims-PlayAnimForNonsexualActs"); Scribe_Values.Look(ref applySemenOnAnimationOrgasm, "RJWAnimations-applySemenOnOrgasm", false); Scribe_Values.Look(ref soundOverride, "RJWAnimations-rjwAnimSoundOverride", true); Scribe_Values.Look(ref shiverIntensity, "RJWAnimations-shiverIntensity", 2f); //todo: save offsetsByDefName Scribe_Collections.Look(ref offsets, "RJWAnimations-animationOffsets"); Scribe_Collections.Look(ref rotation, "RJWAnimations-rotationOffsets"); //needs to be rewritten //probably somewhere in options? } } public class RJW_Animations : Mod { public RJW_Animations(ModContentPack content) : base(content) { GetSettings<AnimationSettings>(); } public override void DoSettingsWindowContents(Rect inRect) { Listing_Standard listingStandard = new Listing_Standard(); listingStandard.Begin(inRect); listingStandard.CheckboxLabeled("Enable Sound Override", ref AnimationSettings.soundOverride); listingStandard.CheckboxLabeled("Control Genital Rotation", ref AnimationSettings.controlGenitalRotation); listingStandard.CheckboxLabeled("Play Fast Animation for Quickie", ref AnimationSettings.fastAnimForQuickie); listingStandard.CheckboxLabeled("Apply Semen on Animation Orgasm", ref AnimationSettings.applySemenOnAnimationOrgasm); if(AnimationSettings.applySemenOnAnimationOrgasm) { listingStandard.Label("Recommended--turn down \"Cum on body percent\" in RJW settings to about 33%"); } listingStandard.CheckboxLabeled("Enable Orgasm Quiver", ref AnimationSettings.orgasmQuiver); listingStandard.CheckboxLabeled("Enable Rape Shiver", ref AnimationSettings.rapeShiver); listingStandard.CheckboxLabeled("Enable hearts during lovin'", ref AnimationSettings.hearts); listingStandard.CheckboxLabeled("Play animation for nonsexual acts (handholding, makeout)", ref AnimationSettings.PlayAnimForNonsexualActs); listingStandard.CheckboxLabeled("Enable Animation Manager Tab", ref AnimationSettings.offsetTab); listingStandard.Label("Shiver/Quiver Intensity (default 2): " + AnimationSettings.shiverIntensity); AnimationSettings.shiverIntensity = listingStandard.Slider(AnimationSettings.shiverIntensity, 0.0f, 12f); listingStandard.CheckboxLabeled("Debug Mode", ref AnimationSettings.debugMode); listingStandard.End(); base.DoSettingsWindowContents(inRect); } public override void WriteSettings() { base.WriteSettings(); OffsetMainButtonDefOf.OffsetManager.buttonVisible = AnimationSettings.offsetTab; } public override string SettingsCategory() { return "RJW Animation Settings"; } } }
mu/rimworld
1.3/Source/Settings/AnimationSettings.cs
C#
unknown
4,518
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using rjw.Modules.Interactions.Helpers; using rjw.Modules.Interactions.Objects; using UnityEngine; using Verse; using Verse.AI; using rjw.Modules.Interactions.Enums; namespace Rimworld_Animations { public static class AnimationUtility { /* Note: always make the list in this order: Female pawns, animal female pawns, male pawns, animal male pawns */ public static AnimationDef tryFindAnimation(ref List<Pawn> participants, rjw.xxx.rjwSextype sexType = 0, rjw.SexProps sexProps = null) { InteractionWithExtension interaction = InteractionHelper.GetWithExtension(sexProps.dictionaryKey); if(interaction.HasInteractionTag(InteractionTag.Reverse)) { Pawn buffer = participants[1]; participants[1] = participants[0]; participants[0] = buffer; } participants = participants.OrderBy(p => p.jobs.curDriver is rjw.JobDriver_SexBaseInitiator) .OrderBy(p => rjw.xxx.can_fuck(p)) .ToList(); List<Pawn> localParticipants = new List<Pawn>(participants); IEnumerable<AnimationDef> options = DefDatabase<AnimationDef>.AllDefs.Where((AnimationDef x) => { if (x.actors.Count != localParticipants.Count) { return false; } for (int i = 0; i < x.actors.Count; i++) { if (rjw.RJWPreferenceSettings.Malesex == rjw.RJWPreferenceSettings.AllowedSex.Nohomo) { if (rjw.xxx.is_male(localParticipants[i]) && x.actors[i].isFucked) { return false; } } if (x.actors[i].requiredGender != null && !x.actors[i].requiredGender.Contains(localParticipants[i].gender.ToStringSafe<Gender>())) { if (AnimationSettings.debugMode) { Log.Message(string.Concat(new string[] { x.defName.ToStringSafe<string>(), " not selected -- ", localParticipants[i].def.defName.ToStringSafe<string>(), " ", localParticipants[i].Name.ToStringSafe<Name>(), " does not match required gender" })); } return false; } if ((x.actors[i].blacklistedRaces != null) && x.actors[i].blacklistedRaces.Contains(localParticipants[i].def.defName)) { if(AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is blacklisted"); return false; } if(x.actors[i].defNames.Contains("Human")) { if (!rjw.xxx.is_human(localParticipants[i])) { if (AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not human"); return false; } } else if (!x.actors[i].bodyDefTypes.Contains(localParticipants[i].RaceProps.body)) { if (!x.actors[i].defNames.Contains(localParticipants[i].def.defName)) { if (rjw.RJWSettings.DevMode) { string animInfo = x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not "; foreach(String defname in x.actors[i].defNames) { animInfo += defname + ", "; } if (AnimationSettings.debugMode) Log.Message(animInfo); } return false; } } //genitals checking if(!GenitalCheckForPawn(x.actors[i].requiredGenitals, localParticipants[i], out string failReason)) { Debug.Log("Didn't select " + x.defName + ", " + localParticipants[i].Name + " " + failReason); return false; } //TESTING ANIMATIONS ONLY REMEMBER TO COMMENT OUT BEFORE PUSH /* if (x.defName != "Cunnilingus") return false; */ if (x.actors[i].isFucking && !rjw.xxx.can_fuck(localParticipants[i])) { if (AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't fuck"); return false; } if (x.actors[i].isFucked && !rjw.xxx.can_be_fucked(localParticipants[i])) { if (AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't be fucked"); return false; } } return true; }); List<AnimationDef> optionsWithInteractionType = options.ToList().FindAll(x => x.interactionDefTypes != null && x.interactionDefTypes.Contains(sexProps.sexType.ToStringSafe())); if (optionsWithInteractionType.Any()) { if (AnimationSettings.debugMode) Log.Message("Selecting animation for interaction type " + sexProps.sexType.ToStringSafe() + "..."); return optionsWithInteractionType.RandomElement(); } List<AnimationDef> optionsWithSexType = options.ToList().FindAll(x => x.sexTypes != null && x.sexTypes.Contains(sexType)); if (optionsWithSexType.Any()) { if (AnimationSettings.debugMode) Log.Message("Selecting animation for rjwSexType " + sexType.ToStringSafe() + "..."); return optionsWithSexType.RandomElement(); } /* if(optionsWithInitiator.Any()) { if (AnimationSettings.debugMode) Log.Message("Selecting animation for initiators..."); } */ if (options != null && options.Any()) { if (AnimationSettings.debugMode) Log.Message("Randomly selecting animation..."); return options.RandomElement(); } else return null; } public static void RenderPawnHeadMeshInAnimation1(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool drawNow, Pawn pawn) { if (pawn == null || pawn.Map != Find.CurrentMap) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, drawNow); return; } CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); if (pawnAnimator == null || !pawnAnimator.isAnimating) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, drawNow); } else { Vector3 pawnHeadPosition = pawnAnimator.getPawnHeadPosition(); pawnHeadPosition.y = loc.y; GenDraw.DrawMeshNowOrLater(MeshPool.humanlikeHeadSet.MeshAt(pawnAnimator.headFacing), pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, true); } } public static void AdjustHead(ref Quaternion quat, ref Rot4 bodyFacing, ref Vector3 pos, ref float angle, Pawn pawn, PawnRenderFlags flags) { if (flags.FlagSet(PawnRenderFlags.Portrait)) return; CompBodyAnimator anim = pawn.TryGetComp<CompBodyAnimator>(); if (anim.isAnimating) { bodyFacing = anim.headFacing; angle = anim.headAngle; quat = Quaternion.AngleAxis(anim.headAngle, Vector3.up); pos = anim.getPawnHeadOffset(); } } public static void RenderPawnHeadMeshInAnimation(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool portrait, Pawn pawn, float bodySizeFactor = 1) { if (pawn == null) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait); return; } CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); if (pawnAnimator == null || !pawnAnimator.isAnimating || portrait) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait); } else { Vector3 pawnHeadPosition = pawnAnimator.getPawnHeadPosition(); pawnHeadPosition.x *= bodySizeFactor; pawnHeadPosition.x *= bodySizeFactor; pawnHeadPosition.y = loc.y; GenDraw.DrawMeshNowOrLater(mesh, pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, portrait); } } public static bool GenitalCheckForPawn(List<string> requiredGenitals, Pawn pawn, out string failReason) { failReason = null; if (requiredGenitals != null) { if (requiredGenitals.Contains("Vagina")) { if (!rjw.Genital_Helper.has_vagina(pawn)) { failReason = "missing vagina"; return false; } } if (requiredGenitals.Contains("Penis")) { if (!(rjw.Genital_Helper.has_multipenis(pawn) || rjw.Genital_Helper.has_penis_infertile(pawn) || rjw.Genital_Helper.has_penis_fertile(pawn) || rjw.Genital_Helper.has_ovipositorM(pawn) || rjw.Genital_Helper.has_ovipositorF(pawn))) { failReason = "missing penis"; return false; } } if (requiredGenitals.Contains("Mouth")) { if (!rjw.Genital_Helper.has_mouth(pawn)) { failReason = "missing mouth"; return false; } } if (requiredGenitals.Contains("Anus")) { if (!rjw.Genital_Helper.has_anus(pawn)) { failReason = "missing anus"; return false; } } if (requiredGenitals.Contains("Breasts")) { if (!rjw.Genital_Helper.can_do_breastjob(pawn)) { failReason = "missing breasts"; return false; } } if (requiredGenitals.Contains("NoVagina")) { if (rjw.Genital_Helper.has_vagina(pawn)) { failReason = "has vagina"; return false; } } if (requiredGenitals.Contains("NoPenis")) { if ((rjw.Genital_Helper.has_multipenis(pawn) || rjw.Genital_Helper.has_penis_infertile(pawn) || rjw.Genital_Helper.has_penis_fertile(pawn))) { failReason = "has penis"; return false; } } if (requiredGenitals.Contains("NoMouth")) { if (rjw.Genital_Helper.has_mouth(pawn)) { failReason = "has mouth"; return false; } } if (requiredGenitals.Contains("NoAnus")) { if (rjw.Genital_Helper.has_anus(pawn)) { failReason = "has anus"; return false; } } if (requiredGenitals.Contains("NoBreasts")) { if (rjw.Genital_Helper.can_do_breastjob(pawn)) { failReason = "has breasts"; return false; } } } return true; } public static Rot4 PawnHeadRotInAnimation(Pawn pawn, Rot4 regularPos) { Debug.Log("Test"); if(pawn?.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return pawn.TryGetComp<CompBodyAnimator>().headFacing; } return regularPos; } } }
mu/rimworld
1.3/Source/Utilities/AnimationUtility.cs
C#
unknown
13,165
using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Xml; using Verse; namespace Rimworld_Animations { public class PatchOperationAddOrReplace : PatchOperationPathed { protected string key; private XmlContainer value; protected override bool ApplyWorker(XmlDocument xml) { XmlNode valNode = value.node; bool result = false; IEnumerator enumerator = xml.SelectNodes(xpath).GetEnumerator(); try { while (enumerator.MoveNext()) { object obj = enumerator.Current; result = true; XmlNode parentNode = obj as XmlNode; XmlNode xmlNode = parentNode.SelectSingleNode(key); if (xmlNode == null) { // Add - Add node if not existing xmlNode = parentNode.OwnerDocument.CreateElement(key); parentNode.AppendChild(xmlNode); } else { // Replace - Clear existing children xmlNode.RemoveAll(); } // (Re)add value xmlNode.AppendChild(parentNode.OwnerDocument.ImportNode(valNode.FirstChild, true)); } } finally { IDisposable disposable = enumerator as IDisposable; if (disposable != null) { disposable.Dispose(); } } return result; } } }
mu/rimworld
1.3/Source/Utilities/PatchOperationAddOrReplace.cs
C#
unknown
1,792
<?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> 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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
1.4/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> 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<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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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_Clip"> <clipPath>Sex/cum</clipPath> </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_Clip"> <clipPath>Sex/kucyu04</clipPath> </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_Clip"> <clipPath>Sex/Suck/Suck_1</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_2</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_3</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_4</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_5</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_6</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_7</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_8</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_9</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Suck/Suck_10</clipPath> </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_Clip"> <clipPath>Sex/Clap_1</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Clap_2</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Clap_3</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Clap_4</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Clap_5</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Clap_6</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Clap_7</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Clap_8</clipPath> </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_Clip"> <clipPath>Sex/Slime/Slimy1</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Slime/Slimy2</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Slime/Slimy3</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Slime/Slimy4</clipPath> </li> <li Class="AudioGrain_Clip"> <clipPath>Sex/Slime/Slimy5</clipPath> </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
1.4/Defs/SoundDefs/Sounds_Sex.xml
XML
unknown
5,301
<?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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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
1.4/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)); Vector2 bodyScale = (pawn.story?.bodyType?.bodyGraphicScale != null ? pawn.story.bodyType.bodyGraphicScale : Vector2.one); headBob.z *= bodyScale.x; 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
1.4/Source/Comps/CompBodyAnimator.cs
C#
unknown
19,467
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
1.4/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
1.4/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
1.4/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
1.4/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 RenderPawnOverlay(this PawnWoundDrawer pawnWoundDrawer, Vector3 drawLoc, Mesh bodyMesh, Quaternion quat, bool drawNow, PawnOverlayDrawer.OverlayLayer layer, Rot4 pawnRot, bool? overApparel = null, Pawn pawn = null, PawnRenderFlags flags = new PawnRenderFlags()) { if (pawn == null) { return; } if (!flags.FlagSet(PawnRenderFlags.Portrait) && layer == PawnOverlayDrawer.OverlayLayer.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.RenderPawnOverlay(drawLoc, bodyMesh, quat, drawNow, layer, pawnRot, overApparel); } } }
mu/rimworld
1.4/Source/Extensions/PawnWoundDrawerExtension.cs
C#
unknown
1,323
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; using UnityEngine; namespace Rimworld_Animations { class MainTabWindow_OffsetConfigure : MainTabWindow { public override Vector2 RequestedTabSize => new Vector2(505, 380); public override void DoWindowContents(Rect inRect) { Rect position = new Rect(inRect.x, inRect.y, inRect.width, inRect.height); Listing_Standard listingStandard = new Listing_Standard(); listingStandard.Begin(position); listingStandard.Label("Animation Manager"); listingStandard.GapLine(); if (Find.Selector.SingleSelectedThing is Pawn) { Pawn curPawn = Find.Selector.SingleSelectedThing as Pawn; if (curPawn.TryGetComp<CompBodyAnimator>().isAnimating) { AnimationDef def = curPawn.TryGetComp<CompBodyAnimator>().CurrentAnimation; int ActorIndex = curPawn.TryGetComp<CompBodyAnimator>().ActorIndex; float offsetX = 0, offsetZ = 0, rotation = 0; string bodyTypeDef = (curPawn.story?.bodyType != null) ? curPawn.story.bodyType.ToString() : ""; if (AnimationSettings.offsets.ContainsKey(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex)) { offsetX = AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].x; offsetZ = AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].y; } else { AnimationSettings.offsets.Add(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex, new Vector2(0, 0)); } if (AnimationSettings.rotation.ContainsKey(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex)) { rotation = AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex]; } else { AnimationSettings.rotation.Add(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex, 0); } listingStandard.Label("Name: " + curPawn.Name + " Race: " + curPawn.def.defName + " Actor Index: " + curPawn.TryGetComp<CompBodyAnimator>().ActorIndex + " Body Type (if any): " + bodyTypeDef + " Animation: " + def.label + (curPawn.TryGetComp<CompBodyAnimator>().Mirror ? " mirrored" : "")); if(curPawn.def.defName == "Human") { listingStandard.Label("Warning--You generally don't want to change human offsets, only alien offsets"); } bool mirrored = curPawn.TryGetComp<CompBodyAnimator>().Mirror; float.TryParse(listingStandard.TextEntryLabeled("X Offset: ", offsetX.ToString()), out offsetX); offsetX = listingStandard.Slider(offsetX, -2 * (mirrored ? -1 : 1), 2 * (mirrored ? -1 : 1)); float.TryParse(listingStandard.TextEntryLabeled("Z Offset: ", offsetZ.ToString()), out offsetZ); offsetZ = listingStandard.Slider(offsetZ, -2, 2); float.TryParse(listingStandard.TextEntryLabeled("Rotation: ", rotation.ToString()), out rotation); rotation = listingStandard.Slider(rotation, -180, 180); if(listingStandard.ButtonText("Reset All")) { offsetX = 0; offsetZ = 0; rotation = 0; } listingStandard.GapLine(); if(listingStandard.ButtonText("Shift Actors")) { if(AnimationSettings.debugMode) { Log.Message("Shifting actors in animation..."); } for(int i = 0; i < curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.Count; i++) { Pawn actor = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation[i]; actor.TryGetComp<CompBodyAnimator>()?.shiftActorPositionAndRestartAnimation(); //reset the clock time of every pawn in animation if(actor.jobs.curDriver is rjw.JobDriver_Sex) { (actor.jobs.curDriver as rjw.JobDriver_Sex).ticks_left = def.animationTimeTicks; (actor.jobs.curDriver as rjw.JobDriver_Sex).ticksLeftThisToil = def.animationTimeTicks; (actor.jobs.curDriver as rjw.JobDriver_Sex).duration = def.animationTimeTicks; } } } if (offsetX != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].x || offsetZ != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].y) { AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = new Vector2(offsetX, offsetZ); } if(rotation != AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex]) { AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = rotation; } } } else { listingStandard.Label("Select a pawn currently in an animation to change their offsets"); } listingStandard.End(); } public override void PreOpen() { base.PreOpen(); if(AnimationSettings.offsets == null) { if (AnimationSettings.debugMode) Log.Message("New offsets"); AnimationSettings.offsets = new Dictionary<string, Vector2>(); } if(AnimationSettings.rotation == null) { if (AnimationSettings.debugMode) Log.Message("New rotation"); AnimationSettings.rotation = new Dictionary<string, float>(); } } public override void PostClose() { base.PostClose(); LoadedModManager.GetMod<RJW_Animations>().WriteSettings(); } } }
mu/rimworld
1.4/Source/MainTabWindows/MainTabWindow_OffsetConfigure.cs
C#
unknown
6,564
using RimWorld; using Verse; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { [DefOf] public static class OffsetMainButtonDefOf { public static MainButtonDef OffsetManager; static OffsetMainButtonDefOf() { DefOfHelper.EnsureInitializedInCtor(typeof(OffsetMainButtonDefOf)); } } }
mu/rimworld
1.4/Source/MainTabWindows/OffsetMainButtonDefOf.cs
C#
unknown
436
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using RimWorld.Planet; using Verse; namespace Rimworld_Animations { public class WorldComponent_UpdateMainTab : WorldComponent { public WorldComponent_UpdateMainTab(World world) : base(world) { } public override void FinalizeInit() { base.FinalizeInit(); OffsetMainButtonDefOf.OffsetManager.buttonVisible = AnimationSettings.offsetTab; } } }
mu/rimworld
1.4/Source/MainTabWindows/WorldComponent_UpdateMainTab.cs
C#
unknown
547
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using HarmonyLib; using System.Reflection; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Harmony_PatchAll { static Harmony_PatchAll() { Harmony val = new Harmony("rjwanim"); val.PatchAll(Assembly.GetExecutingAssembly()); } } }
mu/rimworld
1.4/Source/Patches/Harmony_PatchAll.cs
C#
unknown
451
/*using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; using AlienRace; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class HarmonyPatch_AlienRace { static HarmonyPatch_AlienRace() { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("AlienRace.HarmonyPatches"), "DrawAddons"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_AnimateHeadAddons"))); } /* todo: replace jank prefix with this public static void Prefix_DrawAddonsFinalHook(ref Pawn pawn, ref AlienPartGenerator.BodyAddon addon, ref Rot4 rot, ref Graphic graphic, ref Vector3 offsetVector, ref float angle, ref Material mat) { CompBodyAnimator animator = pawn.TryGetComp<CompBodyAnimator>(); if (animator == null || !animator.isAnimating) { return; } if(addon.alignWithHead || addon.drawnInBed) { rot = animator.headFacing; angle = animator.headAngle; offsetVector += animator.deltaPos + animator.bodyAngle * animator.headBob; } else { rot = animator.bodyFacing; angle = animator.bodyAngle; offsetVector += animator.deltaPos; } } public static bool Prefix_AnimateHeadAddons(PawnRenderFlags renderFlags, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation) { if (renderFlags.FlagSet(PawnRenderFlags.Portrait) || pawn.TryGetComp<CompBodyAnimator>() == null || !pawn.TryGetComp<CompBodyAnimator>().isAnimating) return true; if (!(pawn.def is ThingDef_AlienRace alienProps) || renderFlags.FlagSet(PawnRenderFlags.Invisible)) return false; List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons; AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>(); CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); bool flag = renderFlags.FlagSet(PawnRenderFlags.Portrait); bool flag2 = renderFlags.FlagSet(PawnRenderFlags.Invisible); for (int i = 0; i < addons.Count; i++) { AlienPartGenerator.BodyAddon ba = addons[index: i]; if (!ba.CanDrawAddon(pawn: pawn)) continue; bool forceDrawForBody = false; if (alienProps.defName.Contains("Orassan") && ba.path.ToLower().Contains("tail")) { forceDrawForBody = true; } AlienPartGenerator.RotationOffset offset = ba.defaultOffsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = ba.offsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero); vector2.y = (ba.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = ba.angle; if (((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing) == Rot4.North) { if (ba.layerInvert) { vector2.y = 0f - vector2.y; } num = 0f; } if (((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing) == Rot4.East) { num = 0f - num; vector2.x = 0f - vector2.x; } Graphic addonGraphic = comp.addonGraphics[i]; addonGraphic.drawSize = ((flag && ba.drawSizePortrait != Vector2.zero) ? ba.drawSizePortrait : ba.drawSize) * (ba.scaleWithPawnDrawsize ? (ba.alignWithHead ? ((flag ? comp.customPortraitHeadDrawSize : comp.customHeadDrawSize) * (ModsConfig.BiotechActive ? (pawn.ageTracker.CurLifeStage.headSizeFactor ?? 1.5f) : 1.5f)) : ((flag ? comp.customPortraitDrawSize : comp.customDrawSize) * (ModsConfig.BiotechActive ? pawn.ageTracker.CurLifeStage.bodySizeFactor : 1f) * 1.5f)) : (Vector2.one * 1.5f)); if ((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead) { Quaternion addonRotation = Quaternion.AngleAxis(pawnAnimator.headAngle < 0 ? 360 - (360 % pawnAnimator.headAngle) : pawnAnimator.headAngle, Vector3.up); GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: pawnAnimator.headFacing), loc: vector + (ba.alignWithHead ? headOffset : headOffset - addonRotation * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing)) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } else { Quaternion addonRotation = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up); if (AnimationSettings.controlGenitalRotation && pawnAnimator.controlGenitalAngle && ba?.hediffGraphics != null && ba.hediffGraphics.Count != 0 && ba.hediffGraphics[0]?.path != null && (ba.hediffGraphics[0].path.Contains("Penis") || ba.hediffGraphics[0].path.Contains("penis"))) { GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up), mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } else { GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } } } return false; } } [HarmonyPatch(typeof(PawnGraphicSet), "ResolveApparelGraphics")] public static class HarmonyPatch_ResolveApparelGraphics { public static bool Prefix(ref Pawn ___pawn) { if (___pawn.TryGetComp<CompBodyAnimator>() != null && ___pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return false; } return true; } } */ /* [HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")] public static class HarmonyPatch_AlienRace { public static void RenderHeadAddonInAnimation(Mesh mesh, Vector3 loc, Quaternion quat, Material mat, bool drawNow, Graphic graphic, AlienPartGenerator.BodyAddon bodyAddon, Vector3 v, Vector3 headOffset, Pawn pawn, PawnRenderFlags renderFlags, Vector3 vector, Rot4 rotation) { CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>(); if (pawnAnimator != null && pawnAnimator.isAnimating) { if((bodyAddon.drawnInBed || bodyAddon.alignWithHead)) { AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero); vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = bodyAddon.angle; if (rotation == Rot4.North) { if (bodyAddon.layerInvert) { vector2.y = -vector2.y; } num = 0f; } if (rotation == Rot4.East) { num = -num; vector2.x = -vector2.x; } vector = vector + Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.bodyFacing) - pawnAnimator.getPawnHeadOffset(); //convert vector into pseudo body pos for head quat = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up); loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f); mat = graphic.MatAt(rot: pawnAnimator.headFacing); } else { AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero); vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = bodyAddon.angle; if (rotation == Rot4.North) { if (bodyAddon.layerInvert) { vector2.y = -vector2.y; } num = 0f; } if (rotation == Rot4.East) { num = -num; vector2.x = -vector2.x; } quat = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up); loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f); } } GenDraw.DrawMeshNowOrLater(mesh, loc, quat, mat, drawNow); /* if (pawnAnimator != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && pawnAnimator.isAnimating && (bodyAddon.drawnInBed || bodyAddon.alignWithHead)) { if ((pawn.def as ThingDef_AlienRace).defName == "Alien_Orassan") { orassan = true; if(bodyAddon.path.Contains("closed")) { return; } if (bodyAddon.bodyPart.Contains("ear")) { orassan = true; orassanv = new Vector3(0, 0, 0.23f); if (pawnAnimator.headFacing == Rot4.North) { orassanv.z -= 0.1f; orassanv.y += 1f; if(bodyAddon.bodyPart.Contains("left")) { orassanv.x += 0.03f; } else { orassanv.x -= 0.03f; } } else if (pawnAnimator.headFacing == Rot4.East) { orassanv.x -= 0.1f; } else if (pawnAnimator.headFacing == Rot4.West) { orassanv.x = 0.1f; } else { orassanv.z -= 0.1f; orassanv.y += 1f; if (bodyAddon.bodyPart.Contains("right")) { orassanv.x += 0.05f; } else { orassanv.x -= 0.05f; } } orassanv = orassanv.RotatedBy(pawnAnimator.headAngle); } } GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: loc + orassanv + (bodyAddon.alignWithHead ? headOffset : Vector3.zero),// + v.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);; } else { } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { List<CodeInstruction> ins = instructions.ToList(); for (int i = 0; i < ins.Count; i++) { Type[] type = new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool) }; if (ins[i].OperandIs(AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater", type))) { yield return new CodeInstruction(OpCodes.Ldloc, (object)7); //graphic yield return new CodeInstruction(OpCodes.Ldloc, (object)4); //bodyAddon yield return new CodeInstruction(OpCodes.Ldloc, (object)5); //offsetVector/AddonOffset (v) yield return new CodeInstruction(OpCodes.Ldarg, (object)2); //headOffset yield return new CodeInstruction(OpCodes.Ldarg, (object)3); //pawn yield return new CodeInstruction(OpCodes.Ldarg, (object)0); //renderflags yield return new CodeInstruction(OpCodes.Ldarg, (object)1); //vector yield return new CodeInstruction(OpCodes.Ldarg, (object)5); //rotation yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(HarmonyPatch_AlienRace), "RenderHeadAddonInAnimation")); } else { yield return ins[i]; } } } public static bool Prefix(PawnRenderFlags renderFlags, ref Vector3 vector, ref Vector3 headOffset, Pawn pawn, ref Quaternion quat, ref Rot4 rotation) { if(pawn == null) { return true; } CompBodyAnimator anim = pawn.TryGetComp<CompBodyAnimator>(); if(anim == null) { return true; } if (anim != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && anim.isAnimating) { //quat = Quaternion.AngleAxis(anim.bodyAngle, Vector3.up); } return true; } } } */
mu/rimworld
1.4/Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs
C#
unknown
13,359
/* using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using rjw; using Verse; using RimWorld; using System.Reflection.Emit; using System.Reflection; using UnityEngine; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class HarmonyPatch_CSL { static HarmonyPatch_CSL() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Children, school and learning")) { (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("Children.PawnRenderer_RenderPawnInternal_Patch"), "RenderPawnInternalScaled"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Prefix_CSL")), transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Transpiler_CSL"))); } }))(); } catch (TypeLoadException ex) { } } public static void Prefix_CSL(PawnRenderer __instance, Pawn pawn, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) { PawnGraphicSet graphics = __instance.graphics; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (!graphics.AllResolved) { graphics.ResolveAllGraphics(); } if (bodyAnim != null && bodyAnim.isAnimating && !portrait) { bodyAnim.tickGraphics(graphics); pawn.TryGetComp<CompBodyAnimator>().animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing); } } public static IEnumerable<CodeInstruction> Transpiler_CSL(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater"); FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic"); List<CodeInstruction> codes = instructions.ToList(); bool forHead = true; for (int i = 0; i < codes.Count(); i++) { //Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Ldarg_2); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn), typeof(float) })); } //checking for if(graphics.headGraphic != null) else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) { forHead = true; yield return codes[i]; } //checking for if(renderbody) else if (codes[i].opcode == OpCodes.Ldarg_3) { forHead = false; yield return codes[i]; } else { yield return codes[i]; } } } } }*/
mu/rimworld
1.4/Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs
C#
unknown
3,091
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { class HarmonyPatch_DontShaveYourHead { [StaticConstructorOnStartup] public static class Patch_DontShaveYourHead { static Patch_DontShaveYourHead() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Don't Shave Your Head 1.0")) { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("DontShaveYourHead.Harmony_PawnRenderer"), "DrawHairReroute"), //typeof(ShowHair.Patch_PawnRenderer_RenderPawnInternal), nameof(ShowHair.Patch_PawnRenderer_RenderPawnInternal.Postfix)), transpiler: new HarmonyMethod(AccessTools.Method(typeof(Patch_ShowHairWithHats), "Transpiler"))); } }))(); } catch (TypeLoadException ex) { } } } } }
mu/rimworld
1.4/Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs
C#
unknown
936
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Patch_FacialAnimation { static Patch_FacialAnimation() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[NL] Facial Animation - WIP")) { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("FacialAnimation.DrawFaceGraphicsComp"), "DrawGraphics"), prefix: new HarmonyMethod(AccessTools.Method(typeof(Patch_FacialAnimation), "Prefix"))); } }))(); } catch (TypeLoadException ex) { } } public static bool Prefix(ref Pawn ___pawn, ref Rot4 headFacing, ref Vector3 headOrigin, ref Quaternion quaternion, ref bool portrait) { CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>(); if (bodyAnim != null && bodyAnim.isAnimating && !portrait) { headFacing = bodyAnim.headFacing; headOrigin = new Vector3(bodyAnim.getPawnHeadPosition().x, headOrigin.y, bodyAnim.getPawnHeadPosition().z); quaternion = Quaternion.AngleAxis(bodyAnim.headAngle, Vector3.up); } return true; } /* public static List<string> rjwLovinDefNames = new List<string>{ "Lovin", "Quickie", "GettingQuickie", "JoinInBed", "JoinInBedAnimation", "GettinLovedAnimation", "GettinLoved", "GettinLicked", "GettinSucked", "GettinRaped", "ViolateCorpse", "RJW_Masturbate", "GettinBred", "Breed", "RJW_Mate", "Bestiality", "BestialityForFemale", "StruggleInBondageGear", "WhoreIsServingVisitors", "UseFM" }; public static List<string> rjwRapeDefNames = new List<string> { "RapeComfortPawn", "RandomRape", "RapeEnemy" }; public static bool Prefix_IsSameA(JobDef job, string ___jobDef, ref bool __result) { if(___jobDef != null && ___jobDef == "Lovin" && job?.defName != null && rjwLovinDefNames.Contains(job?.defName)) { __result = true; return false; } else if (___jobDef != null && ___jobDef == "Wait_Combat" && job?.defName != null && rjwRapeDefNames.Contains(job?.defName)) { __result = true; return false; } return true; } public static bool Prefix_IsSameB(string jobName, string ___jobDef, ref bool __result) { if (___jobDef != null && ___jobDef == "Lovin" && jobName != null && rjwLovinDefNames.Contains(jobName)) { __result = true; return false; } if (___jobDef != null && ___jobDef == "Wait_Combat" && jobName != null && rjwRapeDefNames.Contains(jobName)) { __result = true; return false; } return true; } */ } }
mu/rimworld
1.4/Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs
C#
unknown
2,816
/*using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using UnityEngine; using System.Reflection; using System.Reflection.Emit; namespace Rimworld_Animations { public static class HarmonyPatch_HatsDisplaySelection { public static void PatchHatsDisplaySelectionArgs() { (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatCEWithHair"), transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate"))); (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatWithHair"), transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate"))); (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHeadApparelWithHair"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "PrefixPatchForDrawHeadApparelWithHair"))); } public static void PrefixPatchForDrawHeadApparelWithHair(PawnRenderer renderer, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) { PawnGraphicSet graphics = renderer.graphics; Pawn pawn = graphics.pawn; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (!graphics.AllResolved) { graphics.ResolveAllGraphics(); } if (bodyAnim != null && bodyAnim.isAnimating && !portrait && pawn.Map == Find.CurrentMap) { bodyAnim.tickGraphics(graphics); bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing); } } public static IEnumerable<CodeInstruction> ReplaceDrawMeshOrLaterWithAnimate(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater"); List<CodeInstruction> codes = instructions.ToList(); for (int i = 0; i < instructions.Count(); i++) { if (codes[i]. (drawMeshNowOrLater)) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(AccessTools.TypeByName("HatDisplaySelection.Patch"), "pawn")); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) })); } else { yield return codes[i]; } } } } } */
mu/rimworld
1.4/Source/Patches/OtherModPatches/HarmonyPatch_HatsDisplaySelection.cs
C#
unknown
3,196
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Patch_ShowHairWithHats { static Patch_ShowHairWithHats() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[KV] Show Hair With Hats or Hide All Hats - 1.1")) { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("ShowHair.Patch_PawnRenderer_RenderPawnInternal"), "Postfix"), //typeof(ShowHair.Patch_PawnRenderer_RenderPawnInternal), nameof(ShowHair.Patch_PawnRenderer_RenderPawnInternal.Postfix)), transpiler: new HarmonyMethod(AccessTools.Method(typeof(Patch_ShowHairWithHats), "Transpiler"))); } }))(); } catch (TypeLoadException ex) { } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater"); List<CodeInstruction> codes = instructions.ToList(); for (int i = 0; i < codes.Count(); i++) { //Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method if (codes[i].OperandIs(drawMeshNowOrLater)) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) })); } else { yield return codes[i]; } } } } }
mu/rimworld
1.4/Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs
C#
unknown
1,930
using HarmonyLib; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "PlaySexSound")] class HarmonyPatch_PlaySexSounds { public static bool Prefix(JobDriver_Sex __instance) { if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return false; } return true; } } }
mu/rimworld
1.4/Source/Patches/RJWPatches/HarmonyPatch_PlaySexSounds.cs
C#
unknown
543
using HarmonyLib; using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "SexTick")] public class HarmonyPatch_SexTick { public static bool Prefix(JobDriver_Sex __instance, Pawn pawn, Thing target) { if ((target is Pawn) && !( (target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever && ((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners.Any() && ((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners[0] == pawn)) { __instance.ticks_left--; __instance.sex_ticks--; __instance.Orgasm(); if (pawn.IsHashIntervalTick(__instance.ticks_between_thrusts)) { __instance.ChangePsyfocus(pawn, target); __instance.Animate(pawn, target); __instance.PlaySexSound(); if (!__instance.Sexprops.isRape) { pawn.GainComfortFromCellIfPossible(false); if (target is Pawn) { (target as Pawn).GainComfortFromCellIfPossible(false); } } if(!__instance.isEndytophile) { SexUtility.DrawNude(pawn, false); } } return false; } return true; } } }
mu/rimworld
1.4/Source/Patches/RJWPatches/HarmonyPatch_SexTick.cs
C#
unknown
1,434
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using rjw; using HarmonyLib; using Verse; using RimWorld; using Verse.AI; namespace Rimworld_Animations { /* [HarmonyPatch(typeof(WorkGiver_Sex), "JobOnThing")] public static class HarmonyPatch_WorkGiverSex { public static bool Prefix(ref Job __result, ref Thing t) { Building_Bed bed = RestUtility.CurrentBed(t as Pawn); if (bed == null) { return false; } __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), t as Pawn, bed); return false; } } */ }
mu/rimworld
1.4/Source/Patches/RJWPatches/HarmonyPatch_WorkGiverSex.cs
C#
unknown
720
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; using System.Reflection.Emit; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(Bed_Utility), "in_same_bed")] public static class HarmonyPatch_JobDriver_InSameBedPatch { public static bool Prefix(Pawn partner, ref bool __result) { if(partner != null && partner.CurJobDef == xxx.casual_sex) { __result = true; return false; } return true; } } [HarmonyPatch(typeof(JobDriver_JoinInBed), "MakeNewToils")] public static class HarmonyPatch_JobDriver_JoinInBed { public static void Postfix(JobDriver_JoinInBed __instance, ref IEnumerable<Toil> __result) { var toils = __result.ToList(); Toil goToPawnInBed = Toils_Goto.GotoThing(__instance.iTarget, PathEndMode.OnCell); goToPawnInBed.FailOn(() => !RestUtility.InBed(__instance.Partner) && __instance.Partner.CurJobDef != xxx.gettin_loved && !Bed_Utility.in_same_bed(__instance.Partner, __instance.pawn)); toils[1] = goToPawnInBed; Toil startPartnerSex = new Toil(); startPartnerSex.initAction = delegate { if (!(__instance.Partner.jobs.curDriver is JobDriver_SexBaseReciever)) // allows threesomes { Job gettinLovedJob = JobMaker.MakeJob(xxx.gettin_loved, __instance.pawn, __instance.Bed); // new gettin loved toil that wakes up the pawn goes here __instance.Partner.jobs.jobQueue.EnqueueFirst(gettinLovedJob); __instance.Partner.jobs.EndCurrentJob(JobCondition.InterruptForced); } }; toils[2] = startPartnerSex; toils[3].AddPreTickAction(() => { if (!__instance.Partner.TryGetComp<CompBodyAnimator>().isAnimating) { __instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating = false; } }); __result = toils.AsEnumerable(); } } }
mu/rimworld
1.4/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_JoinInBed.cs
C#
unknown
2,278
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "Start")] static class HarmonyPatch_JobDriver_SexBaseInitiator_Start { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { /* These particular jobs need special code don't play anim for now */ if(__instance is JobDriver_Masturbate || __instance is JobDriver_ViolateCorpse) { return; } if(!AnimationSettings.PlayAnimForNonsexualActs && NonSexualAct(__instance)) { return; } Pawn pawn = __instance.pawn; Building_Bed bed = __instance.Bed; if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) { Pawn Target = __instance.Target as Pawn; bool quickie = (__instance is JobDriver_SexQuick) && AnimationSettings.fastAnimForQuickie; int preAnimDuration = __instance.duration; int AnimationTimeTicks = 0; if (bed != null) { RerollAnimations(Target, out AnimationTimeTicks, bed as Thing, __instance.Sexprops.sexType, quickie, sexProps: __instance.Sexprops); } else { RerollAnimations(Target, out AnimationTimeTicks, sexType: __instance.Sexprops.sexType, fastAnimForQuickie: quickie, sexProps: __instance.Sexprops); } //Modify Orgasm ticks to only orgasm as many times as RJW stock orgasm allows if(AnimationTimeTicks != 0) { __instance.orgasmstick = preAnimDuration * __instance.orgasmstick / AnimationTimeTicks; } } } public static void RerollAnimations(Pawn pawn, out int AnimationTimeTicks, Thing bed = null, xxx.rjwSextype sexType = xxx.rjwSextype.None, bool fastAnimForQuickie = false, rjw.SexProps sexProps = null) { AnimationTimeTicks = 0; if(pawn == null || !(pawn.jobs?.curDriver is JobDriver_SexBaseReciever)) { Log.Error("Error: Tried to reroll animations when pawn isn't sexing"); return; } List<Pawn> pawnsToAnimate = (pawn.jobs.curDriver as JobDriver_SexBaseReciever).parteners.ToList(); if (!pawnsToAnimate.Contains(pawn)) { pawnsToAnimate = pawnsToAnimate.Append(pawn).ToList(); } for(int i = 0; i < pawnsToAnimate.Count; i++) { if(pawnsToAnimate[i].TryGetComp<CompBodyAnimator>() == null) { Log.Error("Error: " + pawnsToAnimate[i].Name + " of race " + pawnsToAnimate[i].def.defName + " does not have CompBodyAnimator attached!"); break; } } AnimationDef anim = AnimationUtility.tryFindAnimation(ref pawnsToAnimate, sexType, sexProps); if (anim != null) { bool mirror = GenTicks.TicksGame % 2 == 0; IntVec3 pos = pawn.Position; for (int i = 0; i < anim.actors.Count; i++) { pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().isAnimating = false; } for (int i = 0; i < pawnsToAnimate.Count; i++) { if (bed != null) pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(bed); else { pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(pos); } bool shiver = pawnsToAnimate[i].jobs.curDriver is JobDriver_SexBaseRecieverRaped; pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().StartAnimation(anim, pawnsToAnimate, i, mirror, shiver, fastAnimForQuickie); int animTicks = anim.animationTimeTicks - (fastAnimForQuickie ? anim.animationStages[0].playTimeTicks : 0); (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_left = animTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).sex_ticks = animTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).duration = animTicks; AnimationTimeTicks = animTicks; if(!AnimationSettings.hearts) { (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_between_hearts = Int32.MaxValue; } } } else { Log.Message("No animation found"); /* //if pawn isn't already animating, if (!pawn.TryGetComp<CompBodyAnimator>().isAnimating) { (pawn.jobs.curDriver as JobDriver_SexBaseReciever).increase_time(duration); //they'll just do the thrusting anim } */ } } static IEnumerable<String> NonSexActRulePackDefNames = new String[] { "MutualHandholdingRP", "MutualMakeoutRP", }; public static bool NonSexualAct(JobDriver_SexBaseInitiator sexBaseInitiator) { if(NonSexActRulePackDefNames.Contains(sexBaseInitiator.Sexprops.rulePack)) { return true; } return false; } } [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "End")] static class HarmonyPatch_JobDriver_SexBaseInitiator_End { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) { if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating) { List<Pawn> parteners = ((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners; for (int i = 0; i < parteners.Count; i++) { //prevents pawns who started a new anim from stopping their new anim if (!((parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator) != null && (parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator).Target != __instance.pawn)) parteners[i].TryGetComp<CompBodyAnimator>().isAnimating = false; } __instance.Target.TryGetComp<CompBodyAnimator>().isAnimating = false; if (xxx.is_human((__instance.Target as Pawn))) { (__instance.Target as Pawn)?.Drawer.renderer.graphics.ResolveApparelGraphics(); PortraitsCache.SetDirty((__instance.Target as Pawn)); } } ((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Remove(__instance.pawn); } if (xxx.is_human(__instance.pawn)) { __instance.pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); PortraitsCache.SetDirty(__instance.pawn); } } } }
mu/rimworld
1.4/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
6,072
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; using System.Reflection.Emit; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseRecieverLoved), "MakeSexToil")] public static class HarmonyPatch_JobDriver_SexBaseReceiverLoved { public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> codeInstructions) { var ins = codeInstructions.ToList(); for(int i = 0; i < ins.Count; i++) { if(i < ins.Count && ins[i].opcode == OpCodes.Call && ins[i].OperandIs(AccessTools.DeclaredMethod(typeof(Toils_LayDown), "LayDown"))) { ins[i].operand = AccessTools.DeclaredMethod(typeof(HarmonyPatch_JobDriver_SexBaseReceiverLoved), "DoNotLayDown"); yield return ins[i]; } else { yield return ins[i]; } } } public static Toil DoNotLayDown(TargetIndex bedOrRestSpotIndex, bool hasBed, bool lookForOtherJobs, bool canSleep = true, bool gainRestAndHealth = true, PawnPosture noBedLayingPosture = PawnPosture.LayingMask, bool deathrest = false) { return new Toil(); } } }
mu/rimworld
1.4/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs
C#
unknown
1,408
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; using UnityEngine; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "DrawHeadHair")] public static class HarmonyPatch_HeadHair { public static void Prefix(ref Vector3 headOffset, ref float angle) { } } }
mu/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_HeadHair.cs
C#
unknown
432
using System; using System.Collections.Generic; using System.Linq; using HarmonyLib; using RimWorld; using Verse; using UnityEngine; using System.Reflection; using System.Reflection.Emit; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "RenderPawnInternal", new Type[] { typeof(Vector3), typeof(float), typeof(bool), typeof(Rot4), typeof(RotDrawMode), typeof(PawnRenderFlags) } )] public static class HarmonyPatch_PawnRenderer { [HarmonyBefore(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })] public static void Prefix(PawnRenderer __instance, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, RotDrawMode bodyDrawType, PawnRenderFlags flags) { if (flags.FlagSet(PawnRenderFlags.Portrait)) return; PawnGraphicSet graphics = __instance.graphics; Pawn pawn = graphics.pawn; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (bodyAnim != null && bodyAnim.isAnimating && pawn.Map == Find.CurrentMap) { bodyAnim.animatePawnBody(ref rootLoc, ref angle, ref bodyFacing); } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { List<CodeInstruction> ins = instructions.ToList(); for(int i = 0; i < instructions.Count(); i++) { if (i - 3 >= 0 && ins[i - 3].opcode == OpCodes.Call && ins[i - 3].operand != null && ins[i - 3].OperandIs(AccessTools.DeclaredMethod(typeof(PawnRenderer), "BaseHeadOffsetAt"))) { yield return new CodeInstruction(OpCodes.Ldloca, (object)0); yield return new CodeInstruction(OpCodes.Ldloca, (object)9); yield return new CodeInstruction(OpCodes.Ldloca, (object)8); yield return new CodeInstruction(OpCodes.Ldarga, (object)2); yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Ldarg, (object)6); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), "AdjustHead")); yield return ins[i]; //headFacing equals true } // Fixes the offsets for eye implants and wounds on the head during animations else if (ins[i].opcode == OpCodes.Callvirt && ins[i].operand != null && ins[i].OperandIs(AccessTools.DeclaredMethod(typeof(PawnOverlayDrawer), "RenderPawnOverlay"))) { // Pass some additional info to a new overload of RenderOverBody yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Ldarg_S, (object)6); // renderer flags yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(PawnWoundDrawerExtension), "RenderPawnOverlay")); } else { yield return ins[i]; } } } } }
mu/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderer.cs
C#
unknown
3,074
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Thing), "Rotation", MethodType.Getter)] public static class HarmonyPatch_PawnRotation { public static bool Prefix(Thing __instance, ref Rot4 __result) { if(!(__instance is Pawn) || (__instance as Pawn)?.TryGetComp<CompBodyAnimator>() == null || !(__instance as Pawn).TryGetComp<CompBodyAnimator>().isAnimating) { return true; } Pawn pawn = (__instance as Pawn); __result = pawn.TryGetComp<CompBodyAnimator>().bodyFacing; return false; } } }
mu/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_PawnRotation.cs
C#
unknown
757
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Pawn_DrawTracker), "DrawPos", MethodType.Getter)] public static class HarmonyPatch_Pawn_DrawTracker { public static bool Prefix(ref Pawn ___pawn, ref Vector3 __result) { CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>(); if (bodyAnim != null && bodyAnim.isAnimating) { __result = ___pawn.TryGetComp<CompBodyAnimator>().anchor + ___pawn.TryGetComp<CompBodyAnimator>().deltaPos; return false; } return true; } } }
mu/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_Pawn_DrawTracker.cs
C#
unknown
764
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "RenderPawnAt")] public static class PawnRenderer_RenderPawnAt_Patch { static bool ClearCache(Pawn pawn) { return pawn.IsInvisible() || (pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating); } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { var list = instructions.ToList(); foreach (CodeInstruction i in instructions) { if (i.OperandIs(AccessTools.Method(typeof(PawnUtility), "IsInvisible"))) { yield return new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(PawnRenderer_RenderPawnAt_Patch), "ClearCache")); } else { yield return i; } } } } }
mu/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_SetPawnAnimatable.cs
C#
unknown
1,003
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Thing), "DrawAt")] public static class HarmonyPatch_Thing { public static bool Prefix(Thing __instance) { CompThingAnimator thingAnimator = __instance.TryGetComp<CompThingAnimator>(); if (thingAnimator != null && thingAnimator.isAnimating) { thingAnimator.AnimateThing(__instance); return false; } return true; } } }
mu/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_Thing.cs
C#
unknown
690
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using UnityEngine; using RimWorld; namespace Rimworld_Animations { public class AnimationSettings : ModSettings { public static bool orgasmQuiver, rapeShiver, soundOverride = true, hearts = true, controlGenitalRotation = false, applySemenOnAnimationOrgasm = false, fastAnimForQuickie = false, PlayAnimForNonsexualActs = true; public static bool offsetTab = false, debugMode = false; public static float shiverIntensity = 2f; public static Dictionary<string, Vector2> offsets = new Dictionary<string, Vector2>(); public static Dictionary<string, float> rotation = new Dictionary<string, float>(); public override void ExposeData() { base.ExposeData(); Scribe_Values.Look(ref debugMode, "RJWAnimations-AnimsDebugMode", false); Scribe_Values.Look(ref offsetTab, "RJWAnimations-EnableOffsetTab", false); Scribe_Values.Look(ref controlGenitalRotation, "RJWAnimations-controlGenitalRotation", false); Scribe_Values.Look(ref orgasmQuiver, "RJWAnimations-orgasmQuiver"); Scribe_Values.Look(ref fastAnimForQuickie, "RJWAnimations-fastAnimForQuickie"); Scribe_Values.Look(ref rapeShiver, "RJWAnimations-rapeShiver"); Scribe_Values.Look(ref hearts, "RJWAnimation-sheartsOnLovin"); Scribe_Values.Look(ref PlayAnimForNonsexualActs, "RJWAnims-PlayAnimForNonsexualActs"); Scribe_Values.Look(ref applySemenOnAnimationOrgasm, "RJWAnimations-applySemenOnOrgasm", false); Scribe_Values.Look(ref soundOverride, "RJWAnimations-rjwAnimSoundOverride", true); Scribe_Values.Look(ref shiverIntensity, "RJWAnimations-shiverIntensity", 2f); //todo: save offsetsByDefName Scribe_Collections.Look(ref offsets, "RJWAnimations-animationOffsets"); Scribe_Collections.Look(ref rotation, "RJWAnimations-rotationOffsets"); //needs to be rewritten //probably somewhere in options? } } public class RJW_Animations : Mod { public RJW_Animations(ModContentPack content) : base(content) { GetSettings<AnimationSettings>(); } public override void DoSettingsWindowContents(Rect inRect) { Listing_Standard listingStandard = new Listing_Standard(); listingStandard.Begin(inRect); listingStandard.CheckboxLabeled("Enable Sound Override", ref AnimationSettings.soundOverride); listingStandard.CheckboxLabeled("Control Genital Rotation", ref AnimationSettings.controlGenitalRotation); listingStandard.CheckboxLabeled("Play Fast Animation for Quickie", ref AnimationSettings.fastAnimForQuickie); listingStandard.CheckboxLabeled("Apply Semen on Animation Orgasm", ref AnimationSettings.applySemenOnAnimationOrgasm); if(AnimationSettings.applySemenOnAnimationOrgasm) { listingStandard.Label("Recommended--turn down \"Cum on body percent\" in RJW settings to about 33%"); } listingStandard.CheckboxLabeled("Enable Orgasm Quiver", ref AnimationSettings.orgasmQuiver); listingStandard.CheckboxLabeled("Enable Rape Shiver", ref AnimationSettings.rapeShiver); listingStandard.CheckboxLabeled("Enable hearts during lovin'", ref AnimationSettings.hearts); listingStandard.CheckboxLabeled("Play animation for nonsexual acts (handholding, makeout)", ref AnimationSettings.PlayAnimForNonsexualActs); listingStandard.CheckboxLabeled("Enable Animation Manager Tab", ref AnimationSettings.offsetTab); listingStandard.Label("Shiver/Quiver Intensity (default 2): " + AnimationSettings.shiverIntensity); AnimationSettings.shiverIntensity = listingStandard.Slider(AnimationSettings.shiverIntensity, 0.0f, 12f); listingStandard.CheckboxLabeled("Debug Mode", ref AnimationSettings.debugMode); listingStandard.End(); base.DoSettingsWindowContents(inRect); } public override void WriteSettings() { base.WriteSettings(); OffsetMainButtonDefOf.OffsetManager.buttonVisible = AnimationSettings.offsetTab; } public override string SettingsCategory() { return "RJW Animation Settings"; } } }
mu/rimworld
1.4/Source/Settings/AnimationSettings.cs
C#
unknown
4,518
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using rjw.Modules.Interactions.Helpers; using rjw.Modules.Interactions.Objects; using UnityEngine; using Verse; using Verse.AI; using rjw.Modules.Interactions.Enums; namespace Rimworld_Animations { public static class AnimationUtility { /* Note: always make the list in this order: Female pawns, animal female pawns, male pawns, animal male pawns */ public static AnimationDef tryFindAnimation(ref List<Pawn> participants, rjw.xxx.rjwSextype sexType = 0, rjw.SexProps sexProps = null) { InteractionWithExtension interaction = InteractionHelper.GetWithExtension(sexProps.dictionaryKey); if(interaction.HasInteractionTag(InteractionTag.Reverse)) { Pawn buffer = participants[1]; participants[1] = participants[0]; participants[0] = buffer; } participants = participants.OrderBy(p => p.jobs.curDriver is rjw.JobDriver_SexBaseInitiator) .OrderBy(p => rjw.xxx.can_fuck(p)) .ToList(); List<Pawn> localParticipants = new List<Pawn>(participants); IEnumerable<AnimationDef> options = DefDatabase<AnimationDef>.AllDefs.Where((AnimationDef x) => { if (x.actors.Count != localParticipants.Count) { return false; } for (int i = 0; i < x.actors.Count; i++) { if (rjw.RJWPreferenceSettings.Malesex == rjw.RJWPreferenceSettings.AllowedSex.Nohomo) { if (rjw.xxx.is_male(localParticipants[i]) && x.actors[i].isFucked) { return false; } } if (x.actors[i].requiredGender != null && !x.actors[i].requiredGender.Contains(localParticipants[i].gender.ToStringSafe<Gender>())) { if (AnimationSettings.debugMode) { Log.Message(string.Concat(new string[] { x.defName.ToStringSafe<string>(), " not selected -- ", localParticipants[i].def.defName.ToStringSafe<string>(), " ", localParticipants[i].Name.ToStringSafe<Name>(), " does not match required gender" })); } return false; } if ((x.actors[i].blacklistedRaces != null) && x.actors[i].blacklistedRaces.Contains(localParticipants[i].def.defName)) { if(AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is blacklisted"); return false; } if(x.actors[i].defNames.Contains("Human")) { if (!rjw.xxx.is_human(localParticipants[i])) { if (AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not human"); return false; } } else if (!x.actors[i].bodyDefTypes.Contains(localParticipants[i].RaceProps.body)) { if (!x.actors[i].defNames.Contains(localParticipants[i].def.defName)) { if (rjw.RJWSettings.DevMode) { string animInfo = x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not "; foreach(String defname in x.actors[i].defNames) { animInfo += defname + ", "; } if (AnimationSettings.debugMode) Log.Message(animInfo); } return false; } } //genitals checking if(!GenitalCheckForPawn(x.actors[i].requiredGenitals, localParticipants[i], out string failReason)) { Debug.Log("Didn't select " + x.defName + ", " + localParticipants[i].Name + " " + failReason); return false; } //TESTING ANIMATIONS ONLY REMEMBER TO COMMENT OUT BEFORE PUSH /* if (x.defName != "Cunnilingus") return false; */ if (x.actors[i].isFucking && !rjw.xxx.can_fuck(localParticipants[i])) { if (AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't fuck"); return false; } if (x.actors[i].isFucked && !rjw.xxx.can_be_fucked(localParticipants[i])) { if (AnimationSettings.debugMode) Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't be fucked"); return false; } } return true; }); List<AnimationDef> optionsWithInteractionType = options.ToList().FindAll(x => x.interactionDefTypes != null && x.interactionDefTypes.Contains(sexProps.sexType.ToStringSafe())); if (optionsWithInteractionType.Any()) { if (AnimationSettings.debugMode) Log.Message("Selecting animation for interaction type " + sexProps.sexType.ToStringSafe() + "..."); return optionsWithInteractionType.RandomElement(); } List<AnimationDef> optionsWithSexType = options.ToList().FindAll(x => x.sexTypes != null && x.sexTypes.Contains(sexType)); if (optionsWithSexType.Any()) { if (AnimationSettings.debugMode) Log.Message("Selecting animation for rjwSexType " + sexType.ToStringSafe() + "..."); return optionsWithSexType.RandomElement(); } /* if(optionsWithInitiator.Any()) { if (AnimationSettings.debugMode) Log.Message("Selecting animation for initiators..."); } */ if (options != null && options.Any()) { if (AnimationSettings.debugMode) Log.Message("Randomly selecting animation..."); return options.RandomElement(); } else return null; } public static void RenderPawnHeadMeshInAnimation1(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool drawNow, Pawn pawn) { if (pawn == null || pawn.Map != Find.CurrentMap) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, drawNow); return; } CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); if (pawnAnimator == null || !pawnAnimator.isAnimating) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, drawNow); } else { Vector3 pawnHeadPosition = pawnAnimator.getPawnHeadPosition(); pawnHeadPosition.y = loc.y; GenDraw.DrawMeshNowOrLater(MeshPool.humanlikeHeadSet.MeshAt(pawnAnimator.headFacing), pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, true); } } public static void AdjustHead(ref Quaternion quat, ref Rot4 bodyFacing, ref Vector3 pos, ref float angle, Pawn pawn, PawnRenderFlags flags) { if (flags.FlagSet(PawnRenderFlags.Portrait)) return; CompBodyAnimator anim = pawn.TryGetComp<CompBodyAnimator>(); if (anim.isAnimating) { bodyFacing = anim.headFacing; angle = anim.headAngle; quat = Quaternion.AngleAxis(anim.headAngle, Vector3.up); pos = anim.getPawnHeadOffset(); } } public static void RenderPawnHeadMeshInAnimation(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool portrait, Pawn pawn, float bodySizeFactor = 1) { if (pawn == null) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait); return; } CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); if (pawnAnimator == null || !pawnAnimator.isAnimating || portrait) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait); } else { Vector3 pawnHeadPosition = pawnAnimator.getPawnHeadPosition(); pawnHeadPosition.x *= bodySizeFactor; pawnHeadPosition.x *= bodySizeFactor; pawnHeadPosition.y = loc.y; GenDraw.DrawMeshNowOrLater(mesh, pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, portrait); } } public static bool GenitalCheckForPawn(List<string> requiredGenitals, Pawn pawn, out string failReason) { failReason = null; if (requiredGenitals != null) { if (requiredGenitals.Contains("Vagina")) { if (!rjw.Genital_Helper.has_vagina(pawn)) { failReason = "missing vagina"; return false; } } if (requiredGenitals.Contains("Penis")) { if (!(rjw.Genital_Helper.has_multipenis(pawn) || rjw.Genital_Helper.has_penis_infertile(pawn) || rjw.Genital_Helper.has_penis_fertile(pawn) || rjw.Genital_Helper.has_ovipositorM(pawn) || rjw.Genital_Helper.has_ovipositorF(pawn))) { failReason = "missing penis"; return false; } } if (requiredGenitals.Contains("Mouth")) { if (!rjw.Genital_Helper.has_mouth(pawn)) { failReason = "missing mouth"; return false; } } if (requiredGenitals.Contains("Anus")) { if (!rjw.Genital_Helper.has_anus(pawn)) { failReason = "missing anus"; return false; } } if (requiredGenitals.Contains("Breasts")) { if (!rjw.Genital_Helper.can_do_breastjob(pawn)) { failReason = "missing breasts"; return false; } } if (requiredGenitals.Contains("NoVagina")) { if (rjw.Genital_Helper.has_vagina(pawn)) { failReason = "has vagina"; return false; } } if (requiredGenitals.Contains("NoPenis")) { if ((rjw.Genital_Helper.has_multipenis(pawn) || rjw.Genital_Helper.has_penis_infertile(pawn) || rjw.Genital_Helper.has_penis_fertile(pawn))) { failReason = "has penis"; return false; } } if (requiredGenitals.Contains("NoMouth")) { if (rjw.Genital_Helper.has_mouth(pawn)) { failReason = "has mouth"; return false; } } if (requiredGenitals.Contains("NoAnus")) { if (rjw.Genital_Helper.has_anus(pawn)) { failReason = "has anus"; return false; } } if (requiredGenitals.Contains("NoBreasts")) { if (rjw.Genital_Helper.can_do_breastjob(pawn)) { failReason = "has breasts"; return false; } } } return true; } public static Rot4 PawnHeadRotInAnimation(Pawn pawn, Rot4 regularPos) { Debug.Log("Test"); if(pawn?.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return pawn.TryGetComp<CompBodyAnimator>().headFacing; } return regularPos; } } }
mu/rimworld
1.4/Source/Utilities/AnimationUtility.cs
C#
unknown
13,165
using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Xml; using Verse; namespace Rimworld_Animations { public class PatchOperationAddOrReplace : PatchOperationPathed { protected string key; private XmlContainer value; protected override bool ApplyWorker(XmlDocument xml) { XmlNode valNode = value.node; bool result = false; IEnumerator enumerator = xml.SelectNodes(xpath).GetEnumerator(); try { while (enumerator.MoveNext()) { object obj = enumerator.Current; result = true; XmlNode parentNode = obj as XmlNode; XmlNode xmlNode = parentNode.SelectSingleNode(key); if (xmlNode == null) { // Add - Add node if not existing xmlNode = parentNode.OwnerDocument.CreateElement(key); parentNode.AppendChild(xmlNode); } else { // Replace - Clear existing children xmlNode.RemoveAll(); } // (Re)add value xmlNode.AppendChild(parentNode.OwnerDocument.ImportNode(valNode.FirstChild, true)); } } finally { IDisposable disposable = enumerator as IDisposable; if (disposable != null) { disposable.Dispose(); } } return result; } } }
mu/rimworld
1.4/Source/Utilities/PatchOperationAddOrReplace.cs
C#
unknown
1,792
<?xml version="1.0" encoding="utf-8"?> <ModMetaData> <name>Rimworld-Animations</name> <author>C0ffee</author> <url>https://gitgud.io/c0ffeeeeeeee/rimworld-animations</url> <supportedVersions> <li>1.1</li> <li>1.2</li> <li>1.3</li> <li>1.4</li> </supportedVersions> <packageId>c0ffee.rimworld.animations</packageId> <modDependencies> <li> <packageId>brrainz.harmony</packageId> <displayName>Harmony</displayName> <steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl> <downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl> </li> <li> <packageId>UnlimitedHugs.HugsLib</packageId> <displayName>HugsLib</displayName> <downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl> <steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl> </li> <li> <packageId>rim.job.world</packageId> <displayName>RimJobWorld</displayName> <downloadUrl>https://www.loverslab.com/topic/110270-mod-rimjobworld/</downloadUrl> </li> <li> <packageId>erdelf.HumanoidAlienRaces</packageId> <displayName>Humanoid Alien Races 2.0</displayName> <steamWorkshopUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=839005762</steamWorkshopUrl> </li> </modDependencies> <loadAfter> <li>UnlimitedHugs.HugsLib</li> <li>brrainz.harmony</li> <li>erdelf.humanoidalienraces</li> <li>nals.facialanimation</li> <li>com.yayo.yayoAni</li> </loadAfter> <loadBefore> </loadBefore> <incompatibleWith> </incompatibleWith> <description> Rimworld Animations! Hurray! Questions or bugs? Chat with me on the forums: https://www.loverslab.com/topic/140386-rjw-animations/ Or on the rjw discord: https://discord.gg/CXwHhv8 </description> </ModMetaData>
mu/rimworld
About/About.xml
XML
unknown
1,822
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Manifest> <identifier>Rimworld-Animations</identifier> <version>1.3.0</version> </Manifest>
mu/rimworld
About/Manifest.xml
XML
unknown
153
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <OffsetManager.label>gerenciador de posições</OffsetManager.label> <OffsetManager.description>Controla as posições sexuais dos colonos.</OffsetManager.description> </LanguageData>
mu/rimworld
Languages/PortugueseBrazilian/DefInjected/MainButtonDef/MainButtonDef.xml
XML
unknown
246
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Dog_Doggystyle.label>estilo cachorrinho</Dog_Doggystyle.label> <Horse_Cowgirl.label>vaqueira</Horse_Cowgirl.label> </LanguageData>
mu/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_Beast.xml
XML
unknown
194
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Tribadism.label>tribadismo</Tribadism.label> <Cunnilingus.label>cunilíngua</Cunnilingus.label> </LanguageData>
mu/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_Lesbian.xml
XML
unknown
175
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Double_Penetration.label>dupla penetração</Double_Penetration.label> </LanguageData>
mu/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_Multi.xml
XML
unknown
148
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Doggystyle.label>estilo cachorrinho</Doggystyle.label> <Blowjob.label>boquete</Blowjob.label> <ReverseStandAndCarry.label>69</ReverseStandAndCarry.label> <Cowgirl.label>vaqueira</Cowgirl.label> </LanguageData>
mu/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_vanilla.xml
XML
unknown
277
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <loadFolders> <v1.1> <li>/</li> <li>1.1</li> </v1.1> <v1.2> <li>/</li> <li>1.2</li> <li IfModActive="velc.HatsDisplaySelection">Patch_HatsDisplaySelection/1.2</li> </v1.2> <v1.3> <li>/</li> <li>1.3</li> <li IfModActive="velc.HatsDisplaySelection">Patch_HatsDisplaySelection/1.2</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation/1.3</li> </v1.3> <v1.4> <li>/</li> <li>1.4</li> <li IfModActive="velc.HatsDisplaySelection">Patch_HatsDisplaySelection/1.2</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation/1.4</li> </v1.4> </loadFolders>
mu/rimworld
LoadFolders.xml
XML
unknown
836
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Patch_SexToysMasturbation.SexToyAnimationDef> <defName>Masturbation_DildoVaginal</defName> <label>dildo masturbation</label> <requiredBodyPart>vagina</requiredBodyPart> <sounds>true</sounds> <sexTypes> <li>Masturbation</li> </sexTypes> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> </actors> <animationStages> <li> <stageName>Masturbating</stageName> <isLooping>true</isLooping> <playTimeTicks>917</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--out--> <tickDuration>40</tickDuration> <bodyAngle>73.01611</bodyAngle> <headAngle>40.0739746</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.054543376</bodyOffsetZ> <bodyOffsetX>0.112624526</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <!--almost out--> <soundEffect>Slimy</soundEffect> <tickDuration>30</tickDuration> <bodyAngle>76.4867554</bodyAngle> <headAngle>45.3887634</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0506898165</bodyOffsetZ> <bodyOffsetX>0.08564949</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <!-- in --> <tickDuration>30</tickDuration> <bodyAngle>78.22131</bodyAngle> <headAngle>48.0072327</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.039129138</bodyOffsetZ> <bodyOffsetX>0.07794231</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <!--almost out--> <tickDuration>30</tickDuration> <bodyAngle>76.4867554</bodyAngle> <headAngle>45.3887634</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0506898165</bodyOffsetZ> <bodyOffsetX>0.08564949</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <!--out--> <tickDuration>1</tickDuration> <bodyAngle>73.01611</bodyAngle> <headAngle>40.0739746</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.054543376</bodyOffsetZ> <bodyOffsetX>0.112624526</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.ThingAnimationClip"> <keyframes> <li> <!--out--> <tickDuration>40</tickDuration> <positionX>-0.359264076</positionX> <positionZ>-0.00901746</positionZ> <rotation>114.011215</rotation> </li> <li> <!--almost out--> <tickDuration>30</tickDuration> <positionX>-0.2783391</positionX> <positionZ>-0.0514066666</positionZ> <rotation>81.16443</rotation> </li> <li> <!--in--> <tickDuration>30</tickDuration> <positionX>-0.1704393</positionX> <positionZ>-0.0668209046</positionZ> <rotation>72.8611145</rotation> </li> <li> <!--almost out--> <tickDuration>30</tickDuration> <positionX>-0.2783391</positionX> <positionZ>-0.0514066666</positionZ> <rotation>81.16443</rotation> </li> <li> <!--out--> <tickDuration>1</tickDuration> <positionX>-0.359264076</positionX> <positionZ>-0.00901746</positionZ> <rotation>114.011215</rotation> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>GettingIntoPosition</stageName> <isLooping>false</isLooping> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--out--> <tickDuration>50</tickDuration> <bodyAngle>73.01611</bodyAngle> <headAngle>40.0739746</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.054543376</bodyOffsetZ> <bodyOffsetX>0.112624526</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>81.65927</bodyAngle> <headAngle>58.8843079</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03912908</bodyOffsetZ> <bodyOffsetX>0.08950315</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.ThingAnimationClip"> <keyframes> <li> <!--out--> <tickDuration>50</tickDuration> <positionX>-0.359264076</positionX> <positionZ>-0.00901746</positionZ> <rotation>114.011215</rotation> </li> <li> <!--out--> <tickDuration>1</tickDuration> <positionX>-0.2899</positionX> <positionZ>-0.0282852575</positionZ> <rotation>98.13748</rotation> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>FastMasturbation</stageName> <isLooping>true</isLooping> <stageIndex>0</stageIndex> <playTimeTicks>1610</playTimeTicks> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>81.65927</bodyAngle> <headAngle>58.8843079</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03912908</bodyOffsetZ> <bodyOffsetX>0.08950315</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>25</tickDuration> <bodyAngle>85.17255</bodyAngle> <headAngle>58.0615845</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03527552</bodyOffsetZ> <bodyOffsetX>0.0471138731</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>81.65927</bodyAngle> <headAngle>58.8843079</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03912908</bodyOffsetZ> <bodyOffsetX>0.08950315</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.ThingAnimationClip"> <keyframes> <li> <!--out--> <tickDuration>25</tickDuration> <positionX>-0.2899</positionX> <positionZ>-0.0282852575</positionZ> <rotation>98.13748</rotation> </li> <li> <!--out--> <tickDuration>20</tickDuration> <positionX>-0.178146541</positionX> <positionZ>-0.01672452</positionZ> <rotation>96.95889</rotation> </li> <li> <!--out--> <tickDuration>1</tickDuration> <positionX>-0.2899</positionX> <positionZ>-0.0282852575</positionZ> <rotation>98.13748</rotation> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>VeryFastMasturbation</stageName> <isLooping>true</isLooping> <stageIndex>0</stageIndex> <playTimeTicks>225</playTimeTicks> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>6</tickDuration> <bodyAngle>81.65927</bodyAngle> <headAngle>58.8843079</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03912908</bodyOffsetZ> <bodyOffsetX>0.08950315</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>8</tickDuration> <bodyAngle>85.17255</bodyAngle> <headAngle>58.0615845</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03527552</bodyOffsetZ> <bodyOffsetX>0.0471138731</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>81.65927</bodyAngle> <headAngle>58.8843079</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03912908</bodyOffsetZ> <bodyOffsetX>0.08950315</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.ThingAnimationClip"> <keyframes> <li> <!--out--> <tickDuration>6</tickDuration> <positionX>-0.2899</positionX> <positionZ>-0.0282852575</positionZ> <rotation>98.13748</rotation> </li> <li> <!--out--> <tickDuration>8</tickDuration> <positionX>-0.178146541</positionX> <positionZ>-0.01672452</positionZ> <rotation>96.95889</rotation> </li> <li> <!--out--> <tickDuration>1</tickDuration> <positionX>-0.2899</positionX> <positionZ>-0.0282852575</positionZ> <rotation>98.13748</rotation> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Orgasm</stageName> <isLooping>false</isLooping> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <soundEffect>Slimy</soundEffect> <tickDuration>6</tickDuration> <bodyAngle>81.65927</bodyAngle> <headAngle>58.8843079</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03912908</bodyOffsetZ> <bodyOffsetX>0.08950315</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <quiver>True</quiver> <soundEffect>Cum</soundEffect> <tickDuration>80</tickDuration> <bodyAngle>85.17255</bodyAngle> <headAngle>58.0615845</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03527552</bodyOffsetZ> <bodyOffsetX>0.0471138731</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <quiver>True</quiver> <soundEffect>Cum</soundEffect> <tickDuration>90</tickDuration> <bodyAngle>92.15109</bodyAngle> <headAngle>96.34238</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0237147212</bodyOffsetZ> <bodyOffsetX>0.0432603136</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <quiver>True</quiver> <soundEffect>Cum</soundEffect> <tickDuration>70</tickDuration> <bodyAngle>92.15109</bodyAngle> <headAngle>96.34238</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0237147212</bodyOffsetZ> <bodyOffsetX>0.0432603136</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>70</tickDuration> <bodyAngle>92.15109</bodyAngle> <headAngle>96.34238</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0237147212</bodyOffsetZ> <bodyOffsetX>0.0432603136</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>81.65927</bodyAngle> <headAngle>58.8843079</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03912908</bodyOffsetZ> <bodyOffsetX>0.08950315</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.ThingAnimationClip"> <keyframes> <li> <!--out--> <tickDuration>6</tickDuration> <positionX>-0.2899</positionX> <positionZ>-0.0282852575</positionZ> <rotation>98.13748</rotation> </li> <li> <!--out--> <tickDuration>80</tickDuration> <positionX>-0.178146541</positionX> <positionZ>-0.01672452</positionZ> <rotation>96.95889</rotation> </li> <li> <!--out--> <tickDuration>90</tickDuration> <positionX>-0.178146541</positionX> <positionZ>-0.01672452</positionZ> <rotation>96.95889</rotation> </li> <li> <!--out--> <tickDuration>70</tickDuration> <positionX>-0.178146541</positionX> <positionZ>-0.01672452</positionZ> <rotation>96.95889</rotation> </li> <li> <!--out--> <tickDuration>70</tickDuration> <positionX>-0.178146541</positionX> <positionZ>-0.01672452</positionZ> <rotation>96.95889</rotation> </li> <li> <!--out--> <tickDuration>1</tickDuration> <positionX>-0.2899</positionX> <positionZ>-0.0282852575</positionZ> <rotation>98.13748</rotation> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Patch_SexToysMasturbation.SexToyAnimationDef> </Defs>
mu/rimworld
Patch_SexToysMasturbation/1.3/Defs/AnimationDefs/Animations_Dildo.xml
XML
unknown
14,361
<?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=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{87763712-0536-4D5F-9EAA-520F15D4F84E}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Patch_SexToysMasturbation</RootNamespace> <AssemblyName>Patch_SexToysMasturbation</AssemblyName> <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.4\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> <GenerateSerializationAssemblies>Auto</GenerateSerializationAssemblies> </PropertyGroup> <PropertyGroup Condition=" '$(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\1127530465\1.3\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="Rimworld-Animations, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\1.3\Assemblies\Rimworld-Animations.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW"> <HintPath>..\..\rjw\1.4\Assemblies\RJW.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW-ToysAndMasturbation"> <HintPath>..\..\rjw-toys-and-masturbation\Assemblies\RJW-ToysAndMasturbation.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\Defs\SexToyAnimationDef.cs" /> <Compile Include="Source\Harmony\Harmony_PatchAll.cs" /> <Compile Include="Source\Patches\HarmonyPatch_JobDriver_SexBaseInitiator.cs" /> <Compile Include="Source\Utilities\AnimSexToyUtility.cs" /> </ItemGroup> <ItemGroup> <Folder Include="1.3\Assemblies\" /> </ItemGroup> <ItemGroup> <Content Include="1.3\Defs\AnimationDefs\Animations_Dildo.xml" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
mu/rimworld
Patch_SexToysMasturbation/Patch_SexToysMasturbation.csproj
csproj
unknown
3,987
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_SexToysMasturbation")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Patch_SexToysMasturbation")] [assembly: AssemblyCopyright("Copyright © 2022")] [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("87763712-0536-4d5f-9eaa-520f15d4f84e")] // 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
Patch_SexToysMasturbation/Properties/AssemblyInfo.cs
C#
unknown
1,421
using Rimworld_Animations; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Patch_SexToysMasturbation { public class SexToyAnimationDef : AnimationDef { public String requiredBodyPart = null; } }
mu/rimworld
Patch_SexToysMasturbation/Source/Defs/SexToyAnimationDef.cs
C#
unknown
299
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using HarmonyLib; using System.Reflection; namespace Patch_SexToysMasturbation { [StaticConstructorOnStartup] public static class Harmony_PatchAll { static Harmony_PatchAll() { Harmony val = new Harmony("animtoyspatch"); val.PatchAll(Assembly.GetExecutingAssembly()); } } }
mu/rimworld
Patch_SexToysMasturbation/Source/Harmony/Harmony_PatchAll.cs
C#
unknown
463
using HarmonyLib; using Rimworld_Animations; using rjw; using RJW_ToysAndMasturbation; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Patch_SexToysMasturbation { [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "Start")] public class HarmonyPatch_JobDriver_SexBaseInitiator { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { if(__instance is JobDriver_MasturbateWithToy masturbateJobDriver) { Log.Message("Rerolling animations..."); Pawn pawn = masturbateJobDriver.pawn; Thing sexToy = masturbateJobDriver.dildo; RerollAnimationsForSexToy(pawn, sexToy, masturbateJobDriver.Bed); } } public static void RerollAnimationsForSexToy(Pawn pawn, Thing thing, Thing bed) { CompSexToy sextoy = thing.TryGetComp<CompSexToy>(); SexToyAnimationDef anim = AnimSexToyUtility.tryFindAnimation(sextoy, pawn); if (anim != null) { Log.Message("Playing anim " + anim.defName); if(bed != null) { pawn.TryGetComp<CompBodyAnimator>().setAnchor(bed); thing.TryGetComp<CompThingAnimator>().setAnchor(bed); } else { pawn.TryGetComp<CompBodyAnimator>().setAnchor(pawn.Position); thing.TryGetComp<CompThingAnimator>().setAnchor(pawn.Position); } bool mirror = GenTicks.TicksGame % 2 == 0; pawn.TryGetComp<CompBodyAnimator>().StartAnimation(anim, new List<Pawn> { pawn }, 0, mirror); thing.TryGetComp<CompThingAnimator>().StartAnimation(anim, pawn, mirror); (pawn.jobs.curDriver as JobDriver_Sex).ticks_left = anim.animationTimeTicks; (pawn.jobs.curDriver as JobDriver_Sex).sex_ticks = anim.animationTimeTicks; (pawn.jobs.curDriver as JobDriver_Sex).duration = anim.animationTimeTicks; } else { Log.Message("No animation found"); } } } }
mu/rimworld
Patch_SexToysMasturbation/Source/Patches/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
2,352