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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; } } }
Jupiter/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; } } } } }
Jupiter/rimworld
1.3/Source/Patches/RimworldPatches/HarmonyPatch_SetPawnAnimatable.cs
C#
unknown
1,004
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; } } }
Jupiter/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 static Dictionary<string, int> shiftCount = new Dictionary<string, int>(); 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"); Scribe_Collections.Look(ref shiftCount, "RJWAnimations-shiftCount"); //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"; } } }
Jupiter/rimworld
1.3/Source/Settings/AnimationSettings.cs
C#
unknown
4,689
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; } } }
Jupiter/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; } } }
Jupiter/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> 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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>
Jupiter/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> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-79.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-79.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-79.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-79.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-3.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Faster</stageName> <isLooping>True</isLooping> <playTimeTicks>360</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>True</isLooping> <playTimeTicks>639</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <quiver>True</quiver> <tickDuration>80</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <soundEffect>Cum</soundEffect> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-99.80413</bodyAngle> <headAngle>-94.4023743</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.01950606</bodyOffsetZ> <bodyOffsetX>-0.447728932</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-38.5277061</bodyAngle> <headAngle>-1.13140869</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0376501828</bodyOffsetZ> <bodyOffsetX>0.42935127</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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> <customTextures> <li Class="Rimworld_Animations.BodyReplacer"> </li> <li Class="Rimworld_Animations.HeadReplacer"> </li> <li Class="Rimworld_Animations.NewBodyPart"> </li> </customTextures> <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>
Jupiter/rimworld
1.4/Defs/AnimationDefs/TemplateAnimation.xml
XML
unknown
1,480
<?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>
Jupiter/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_Folder"> <clipFolderPath>Sex/cum</clipFolderPath> </li> </grains> <volumeRange> <min>30</min> <max>40</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Sex</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/kucyu04</clipFolderPath> </li> </grains> <volumeRange> <min>16</min> <max>16</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Suck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_8</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_9</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_10</clipFolderPath> </li> </grains> <volumeRange> <min>20</min> <max>35</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Fuck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_8</clipFolderPath> </li> </grains> <volumeRange> <min>45</min> <max>70</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Slimy</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <maxVoices>1</maxVoices> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy5</clipFolderPath> </li> </grains> <volumeRange> <min>45</min> <max>75</max> </volumeRange> <pitchRange> <min>1.4</min> <max>1.8</max> </pitchRange> <distRange> <min>0</min> <max>100</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> </Defs>
Jupiter/rimworld
1.4/Defs/SoundDefs/Sounds_Sex.xml
XML
unknown
5,651
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{BA766964-1716-422D-A09E-29426F8EB9D5}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Patch_HatsDisplaySelection</RootNamespace> <AssemblyName>Patch_HatsDisplaySelection</AssemblyName> <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.2\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>pdbonly</DebugType> <Optimize>true</Optimize> <OutputPath>bin\Release\</OutputPath> <DefineConstants>TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony"> <HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="HatDisplaySelection"> <HintPath>..\..\..\..\..\workshop\content\294100\1542291825\1.2\Assemblies\HatDisplaySelection.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Rimworld-Animations"> <HintPath>..\1.2\Assemblies\Rimworld-Animations.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Core" /> <Reference Include="System.Xml.Linq" /> <Reference Include="System.Data.DataSetExtensions" /> <Reference Include="Microsoft.CSharp" /> <Reference Include="System.Data" /> <Reference Include="System.Net.Http" /> <Reference Include="System.Xml" /> <Reference Include="UnityEngine"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Source\Patches\Patch_HatsDisplaySelection.cs" /> </ItemGroup> <ItemGroup> <Folder Include="1.2\Assemblies\" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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> -->
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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; } }
Jupiter/rimworld
1.4/Source/Actors/Actor.cs
C#
unknown
816
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; } }
Jupiter/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; } }
Jupiter/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 bool isLooping; public List<BaseAnimationClip> animationClips; 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; } } } } }
Jupiter/rimworld
1.4/Source/Animations/AnimationStage.cs
C#
unknown
756
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; } }
Jupiter/rimworld
1.4/Source/Animations/Clips/BaseAnimationClip.cs
C#
unknown
551
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; } } } } }
Jupiter/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; } } } } }
Jupiter/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; } }
Jupiter/rimworld
1.4/Source/Animations/Keyframes/Keyframe.cs
C#
unknown
303
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; } }
Jupiter/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; } }
Jupiter/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 xxx.rjwSextype curSexType; public List<Pawn> actorsInCurrentAnimation; public bool controlGenitalAngle = 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, xxx.rjwSextype sexType = xxx.rjwSextype.Masturbation) { actorsInCurrentAnimation = actors; curSexType = sexType; 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; if(fastAnimForQuickie) { 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) { curStage++; stageTicks = 0; clipTicks = 0; clipPercent = 0; } if(curStage >= anim.animationStages.Count) { if (LoopNeverending()) { ResetOnLoop(); } else { isAnimating = false; pawn.jobs.curDriver.ReadyForNextToil(); } } else { tickClip(); } } public void tickClip() { clipTicks++; //play sound effect if(rjw.RJWSettings.sounds_enabled && clip.SoundEffects.ContainsKey(clipTicks) && AnimationSettings.soundOverride) { SoundInfo sound = new TargetInfo(pawn.Position, pawn.Map); string soundEffectName = clip.SoundEffects[clipTicks]; if ((pawn.jobs.curDriver as JobDriver_Sex).isAnimalOnAnimal) { sound.volumeFactor *= RJWSettings.sounds_animal_on_animal_volume; } if(soundEffectName.StartsWith("Voiceline_")) { sound.volumeFactor *= RJWSettings.sounds_voice_volume; } if (clip.SoundEffects[clipTicks] == "Cum") { sound.volumeFactor *= RJWSettings.sounds_cum_volume; //considerApplyingSemen(); } else { sound.volumeFactor *= RJWSettings.sounds_sex_volume; } SoundDef.Named(soundEffectName).PlayOneShot(sound); } if(AnimationSettings.orgasmQuiver && clip.quiver.ContainsKey(clipTicks)) { quiver = clip.quiver[clipTicks]; } //loop animation if possible if (clipPercent >= 1 && stage.isLooping) { clipTicks = 1;//warning: don't set to zero or else calculations go wrong } clipPercent = (float)clipTicks / (float)clip.duration; calculateDrawValues(); } public void considerApplyingSemen() { if(AnimationSettings.applySemenOnAnimationOrgasm && (pawn?.jobs?.curDriver is JobDriver_Sex)) { if (anim.sexTypes.Contains((pawn.jobs.curDriver as JobDriver_Sex).Sexprops.sexType)) { //SemenHelper.calculateAndApplySemen((pawn.jobs.curDriver as JobDriver_Sex).Sexprops); } } } public void calculateDrawValues() { /*if(Find.TickManager.TickRateMultiplier > 1 && (lastDrawFrame + 1 >= RealTime.frameCount || RealTime.deltaTime < 0.05f)) { return; }*/ deltaPos = new Vector3(clip.BodyOffsetX.Evaluate(clipPercent) * (mirror ? -1 : 1), clip.layer.AltitudeFor(), clip.BodyOffsetZ.Evaluate(clipPercent)); string bodyTypeDef = (pawn.story?.bodyType != null) ? pawn.story.bodyType.ToString() : ""; if (AnimationSettings.offsets != null && AnimationSettings.offsets.ContainsKey(CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex)) { deltaPos.x += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex].x * (mirror ? -1 : 1); deltaPos.z += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex].y; } bodyAngle = (clip.BodyAngle.Evaluate(clipPercent) + (quiver || shiver ? ((Rand.Value * AnimationSettings.shiverIntensity) - (AnimationSettings.shiverIntensity / 2f)) : 0f)) * (mirror ? -1 : 1); headAngle = clip.HeadAngle.Evaluate(clipPercent) * (mirror ? -1 : 1); if (controlGenitalAngle) { genitalAngle = clip.GenitalAngle.Evaluate(clipPercent) * (mirror ? -1 : 1); } if (AnimationSettings.rotation != null && AnimationSettings.rotation.ContainsKey(CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex)) { float offsetRotation = AnimationSettings.rotation[CurrentAnimation.defName + pawn.def.defName + bodyTypeDef + ActorIndex] * (Mirror ? -1 : 1); genitalAngle += offsetRotation; bodyAngle += offsetRotation; headAngle += offsetRotation; } //don't go past 360 or less than 0 if (bodyAngle < 0) bodyAngle = 360 - ((-1f*bodyAngle) % 360); if (bodyAngle > 360) bodyAngle %= 360; if (headAngle < 0) headAngle = 360 - ((-1f * headAngle) % 360); if (headAngle > 360) headAngle %= 360; if (genitalAngle < 0) genitalAngle = 360 - ((-1f * genitalAngle) % 360); if (genitalAngle > 360) genitalAngle %= 360; bodyFacing = mirror ? new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)).Opposite : new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)); bodyFacing = new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)); if(bodyFacing.IsHorizontal && mirror) { bodyFacing = bodyFacing.Opposite; } headFacing = new Rot4((int)clip.HeadFacing.Evaluate(clipPercent)); if(headFacing.IsHorizontal && mirror) { headFacing = headFacing.Opposite; } headBob = new Vector3(0, 0, clip.HeadBob.Evaluate(clipPercent)); lastDrawFrame = RealTime.frameCount; } public Vector3 getPawnHeadPosition() { Vector3 headPos = anchor + deltaPos + Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob); return headPos; } public Vector3 getPawnHeadOffset() { return Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob); } public AnimationDef CurrentAnimation { get { return anim; } } public int ActorIndex { get { return actor; } } public override void PostExposeData() { base.PostExposeData(); Scribe_Defs.Look(ref anim, "RJWAnimations-Anim"); Scribe_Values.Look(ref animTicks, "RJWAnimations-animTicks", 1); Scribe_Values.Look(ref stageTicks, "RJWAnimations-stageTicks", 1); Scribe_Values.Look(ref clipTicks, "RJWAnimations-clipTicks", 1); Scribe_Values.Look(ref clipPercent, "RJWAnimations-clipPercent", 1); Scribe_Values.Look(ref mirror, "RJWAnimations-mirror"); Scribe_Values.Look(ref curStage, "RJWAnimations-curStage", 0); Scribe_Values.Look(ref actor, "RJWAnimations-actor"); Scribe_Values.Look(ref anchor, "RJWAnimations-anchor"); Scribe_Values.Look(ref deltaPos, "RJWAnimations-deltaPos"); Scribe_Values.Look(ref headBob, "RJWAnimations-headBob"); Scribe_Values.Look(ref bodyAngle, "RJWAnimations-bodyAngle"); Scribe_Values.Look(ref headAngle, "RJWAnimations-headAngle"); Scribe_Values.Look(ref genitalAngle, "RJWAnimations-GenitalAngle"); Scribe_Values.Look(ref controlGenitalAngle, "RJWAnimations-controlGenitalAngle"); Scribe_Values.Look(ref headFacing, "RJWAnimations-headFacing"); Scribe_Values.Look(ref headFacing, "RJWAnimations-bodyFacing"); Scribe_Values.Look(ref quiver, "RJWAnimations-orgasmQuiver"); } public void shiftActorPositionAndRestartAnimation() { actor = (actor == anim.actors.Count - 1 ? 0 : actor + 1); if (pawn?.story?.bodyType != null) { if (pawn.story.bodyType == BodyTypeDefOf.Fat && anim?.actors[actor]?.bodyTypeOffset?.Fat != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Fat.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Fat.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Female && anim?.actors[actor]?.bodyTypeOffset?.Female != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Female.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Female.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Male && anim?.actors[actor]?.bodyTypeOffset?.Male != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Male.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Male.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Thin && anim?.actors[actor]?.bodyTypeOffset?.Thin != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Thin.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Thin.Value.y; } else if (pawn.story.bodyType == BodyTypeDefOf.Hulk && anim?.actors[actor]?.bodyTypeOffset?.Hulk != null) { anchor.x += anim.actors[actor].bodyTypeOffset.Hulk.Value.x * (mirror ? -1f : 1f); anchor.z += anim.actors[actor].bodyTypeOffset.Hulk.Value.y; } } curStage = 0; animTicks = 0; stageTicks = 0; clipTicks = 0; controlGenitalAngle = anim.actors[actor].controlGenitalAngle; tickAnim(); //reset the clock time of every pawn in animation if (pawn.jobs.curDriver is rjw.JobDriver_Sex) { (pawn.jobs.curDriver as rjw.JobDriver_Sex).ticks_left = anim.animationTimeTicks; (pawn.jobs.curDriver as rjw.JobDriver_Sex).ticksLeftThisToil = anim.animationTimeTicks; (pawn.jobs.curDriver as rjw.JobDriver_Sex).duration = anim.animationTimeTicks; } } 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(); } } }
Jupiter/rimworld
1.4/Source/Comps/CompBodyAnimator.cs
C#
unknown
19,595
 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); } } }
Jupiter/rimworld
1.4/Source/Comps/CompProperties_BodyAnimator.cs
C#
unknown
379
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); } } }
Jupiter/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(); } } }
Jupiter/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 override void PostLoad() { base.PostLoad(); foreach(AnimationStage stage in animationStages) { stage.initialize(); animationTimeTicks += stage.playTimeTicks; } } } }
Jupiter/rimworld
1.4/Source/Defs/AnimationDef.cs
C#
unknown
787
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); } List<Pawn> pawnsToAnimateOrdered = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.OrderBy(x => x.Name.ToStringSafe()).ToList(); string pawnNamesAndSexType = ""; foreach (Pawn p in pawnsToAnimateOrdered) { pawnNamesAndSexType += p.Name.ToStringSafe(); } pawnNamesAndSexType += curPawn.TryGetComp<CompBodyAnimator>().curSexType.ToStringSafe(); int shiftCount = 0; if (AnimationSettings.shiftCount.TryGetValue(pawnNamesAndSexType, out int value)) { shiftCount = value; } else { AnimationSettings.shiftCount.Add(pawnNamesAndSexType, 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..."); } AnimationSettings.shiftCount[pawnNamesAndSexType] = shiftCount + 1 % curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.Count; for (int i = 0; i < curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.Count; i++) { Pawn actor = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation[i]; actor.TryGetComp<CompBodyAnimator>()?.shiftActorPositionAndRestartAnimation(); } } 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(); } } }
Jupiter/rimworld
1.4/Source/MainTabWindows/MainTabWindow_OffsetConfigure.cs
C#
unknown
7,094
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)); } } }
Jupiter/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; } } }
Jupiter/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()); } } }
Jupiter/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"))); } 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; } } */ }
Jupiter/rimworld
1.4/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]; } } } } }*/
Jupiter/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) { } } } } }
Jupiter/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; } */ } }
Jupiter/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]; } } } } } */
Jupiter/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]; } } } } }
Jupiter/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; } } }
Jupiter/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; } } }
Jupiter/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; } } */ }
Jupiter/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(); } } }
Jupiter/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; } List<Pawn> pawnsToAnimateOrdered = pawnsToAnimate.OrderBy(x => x.Name.ToStringSafe()).ToList(); string pawnNamesAndSexType = ""; foreach (Pawn p in pawnsToAnimateOrdered) { pawnNamesAndSexType += p.Name.ToStringSafe(); } pawnNamesAndSexType += sexType.ToStringSafe(); if (AnimationSettings.shiftCount.TryGetValue(pawnNamesAndSexType, out int value)) { Log.Message("Shifting " + pawnNamesAndSexType + " " + value + "times"); for(int i = 0; i < value; i++) { for(int j = 0; j < pawnsToAnimate.Count; j++) { pawnsToAnimate[j].TryGetComp<CompBodyAnimator>().shiftActorPositionAndRestartAnimation(); } } } else { Log.Message("Not shifting animation..."); } 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, sexType); 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); } } } }
Jupiter/rimworld
1.4/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
6,960
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]; } } } } }
Jupiter/rimworld
1.4/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) { } } }
Jupiter/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_HeadHair.cs
C#
unknown
432
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 { [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 } else { yield return ins[i]; } } } } }
Jupiter/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderer.cs
C#
unknown
2,409
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; } } }
Jupiter/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; } } }
Jupiter/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; } } } } }
Jupiter/rimworld
1.4/Source/Patches/RimworldPatches/HarmonyPatch_SetPawnAnimatable.cs
C#
unknown
1,004
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; } } }
Jupiter/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 static Dictionary<string, int> shiftCount = new Dictionary<string, int>(); 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"); Scribe_Collections.Look(ref shiftCount, "RJWAnimations-shiftCount"); //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"; } } }
Jupiter/rimworld
1.4/Source/Settings/AnimationSettings.cs
C#
unknown
4,689
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; } } }
Jupiter/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; } } }
Jupiter/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> </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> <li>velc.HatsDisplaySelection</li> </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>
Jupiter/rimworld
About/About.xml
XML
unknown
1,844
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Manifest> <identifier>Rimworld-Animations</identifier> <version>1.2.7</version> </Manifest>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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>
Jupiter/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/1.3</li> </v1.4> </loadFolders>
Jupiter/rimworld
LoadFolders.xml
XML
unknown
835
<?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>
Jupiter/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)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.3\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> <GenerateSerializationAssemblies>Auto</GenerateSerializationAssemblies> </PropertyGroup> <PropertyGroup Condition=" '$(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\1.3\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\Patches\HarmonyPatch_JobDriver_SexBaseInitiator.cs" /> <Compile Include="Source\Harmony\Harmony_PatchAll.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>
Jupiter/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")]
Jupiter/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; } }
Jupiter/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()); } } }
Jupiter/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"); } } } }
Jupiter/rimworld
Patch_SexToysMasturbation/Source/Patches/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
2,352
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 { public class AnimSexToyUtility { public static SexToyAnimationDef tryFindAnimation(CompSexToy sexToy, Pawn pawn) { IEnumerable<SexToyAnimationDef> options = DefDatabase<SexToyAnimationDef>.AllDefs.Where((SexToyAnimationDef x) => { if(!sexToy.Props.requiredBodyParts.Contains(x.requiredBodyPart)) { return false; } if(x.requiredBodyPart == "vagina" && !Genital_Helper.has_vagina(pawn)) { return false; } return true; }); if(options != null && options.Any()) { return options.RandomElement(); } else { return null; } } } }
Jupiter/rimworld
Patch_SexToysMasturbation/Source/Utilities/AnimSexToyUtility.cs
C#
unknown
1,096
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("Rimworld-Animations")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Rimworld-Animations")] [assembly: AssemblyCopyright("Copyright © 2020")] [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("71b05d71-67b2-4014-82cd-18c20ac0882f")] // 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")]
Jupiter/rimworld
Properties/AssemblyInfo.cs
C#
unknown
1,409
<?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>{71B05D71-67B2-4014-82CD-18C20AC0882F}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Rimworld_Animations</RootNamespace> <AssemblyName>Rimworld-Animations</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>1.3\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>none</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="AlienRace"> <HintPath>..\..\..\..\workshop\content\294100\839005762\1.3\Assemblies\AlienRace.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW"> <HintPath>..\rjw\1.3\Assemblies\RJW.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="1.3\Source\Patches\RimworldPatches\HarmonyPatch_Thing.cs" /> <Compile Include="1.3\Source\Utilities\PatchOperationAddOrReplace.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="1.3\Source\Actors\Actor.cs" /> <Compile Include="1.3\Source\Actors\AlienRaceOffset.cs" /> <Compile Include="1.3\Source\Actors\BodyTypeOffset.cs" /> <Compile Include="1.3\Source\Animations\AnimationStage.cs" /> <Compile Include="1.3\Source\Animations\Clips\BaseAnimationClip.cs" /> <Compile Include="1.3\Source\Animations\Clips\PawnAnimationClip.cs" /> <Compile Include="1.3\Source\Animations\Clips\ThingAnimationClip.cs" /> <Compile Include="1.3\Source\Animations\Keyframes\Keyframe.cs" /> <Compile Include="1.3\Source\Animations\Keyframes\PawnKeyframe.cs" /> <Compile Include="1.3\Source\Animations\Keyframes\ThingKeyframe.cs" /> <Compile Include="1.3\Source\Utilities\AnimationUtility.cs" /> <Compile Include="1.3\Source\Comps\CompBodyAnimator.cs" /> <Compile Include="1.3\Source\Comps\CompProperties_BodyAnimator.cs" /> <Compile Include="1.3\Source\Comps\CompProperties_ThingAnimator.cs" /> <Compile Include="1.3\Source\Comps\CompThingAnimator.cs" /> <Compile Include="1.3\Source\Defs\AnimationDef.cs" /> <Compile Include="1.3\Source\MainTabWindows\WorldComponent_UpdateMainTab.cs" /> <Compile Include="1.3\Source\MainTabWindows\MainTabWindow_OffsetConfigure.cs" /> <Compile Include="1.3\Source\MainTabWindows\OffsetMainButtonDefOf.cs" /> <Compile Include="1.3\Source\Patches\OtherModPatches\HarmonyPatch_AlienRace.cs" /> <Compile Include="1.3\Source\Patches\OtherModPatches\HarmonyPatch_CSL.cs" /> <Compile Include="1.3\Source\Patches\OtherModPatches\HarmonyPatch_DontShaveYourHead.cs" /> <Compile Include="1.3\Source\Patches\OtherModPatches\HarmonyPatch_FacialAnimation.cs" /> <Compile Include="1.3\Source\Patches\OtherModPatches\HarmonyPatch_HatsDisplaySelection.cs" /> <Compile Include="1.3\Source\Patches\OtherModPatches\HarmonyPatch_ShowHairWithHats.cs" /> <Compile Include="1.3\Source\Patches\RimworldPatches\HarmonyPatch_HeadHair.cs" /> <Compile Include="1.3\Source\Patches\RimworldPatches\HarmonyPatch_PawnRenderer.cs" /> <Compile Include="1.3\Source\Patches\RimworldPatches\HarmonyPatch_PawnRotation.cs" /> <Compile Include="1.3\Source\Patches\RimworldPatches\HarmonyPatch_Pawn_DrawTracker.cs" /> <Compile Include="1.3\Source\Patches\RimworldPatches\HarmonyPatch_SetPawnAnimatable.cs" /> <Compile Include="1.3\Source\Patches\Harmony_PatchAll.cs" /> <Compile Include="1.3\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_JoinInBed.cs" /> <Compile Include="1.3\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_SexBaseInitiator.cs" /> <Compile Include="1.3\Source\Patches\RJWPatches\HarmonyPatch_PlaySexSounds.cs" /> <Compile Include="1.3\Source\Patches\RJWPatches\HarmonyPatch_SexTick.cs" /> <Compile Include="1.3\Source\Patches\RJWPatches\HarmonyPatch_WorkGiverSex.cs" /> <Compile Include="1.3\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs" /> <Compile Include="1.3\Source\Settings\AnimationSettings.cs" /> </ItemGroup> <ItemGroup> <Content Include="1.1\Assemblies\Rimworld-Animations.dll" /> <Content Include="1.3\Assemblies\Rimworld-Animations.dll" /> <Content Include="About\About.xml" /> <Content Include="About\Manifest.xml" /> <Content Include="1.3\Defs\AnimationDefs\Animations_Beast.xml" /> <Content Include="1.3\Defs\AnimationDefs\Animations_Lesbian.xml" /> <Content Include="1.3\Defs\AnimationDefs\Animations_Masturbate.xml" /> <Content Include="1.3\Defs\AnimationDefs\Animations_Multi.xml" /> <Content Include="1.3\Defs\AnimationDefs\Animations_vanilla.xml" /> <Content Include="1.3\Defs\AnimationDefs\Animations_Vanilla2.xml" /> <Content Include="1.3\Defs\MainTabDefs\MainButtonDef.xml" /> <Content Include="1.3\Defs\SoundDefs\Sounds_Sex.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\MainButtonDef\MainButtonDef.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Beast.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Lesbian.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Multi.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_vanilla.xml" /> <Content Include="LoadFolders.xml" /> </ItemGroup> <ItemGroup> <Folder Include="1.2\" /> <Folder Include="1.3\Defs\JobDefs\" /> <Folder Include="1.3\Source\JobDrivers\" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
Jupiter/rimworld
Rimworld-Animations.csproj
csproj
unknown
7,961
 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 16 VisualStudioVersion = 16.0.29905.134 MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Rimworld-Animations", "Rimworld-Animations.csproj", "{71B05D71-67B2-4014-82CD-18C20AC0882F}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Patch_HatsDisplaySelection", "Patch_HatsDisplaySelection\Patch_HatsDisplaySelection.csproj", "{BA766964-1716-422D-A09E-29426F8EB9D5}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Patch_SexToysMasturbation", "Patch_SexToysMasturbation\Patch_SexToysMasturbation.csproj", "{87763712-0536-4D5F-9EAA-520F15D4F84E}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.Build.0 = Debug|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.ActiveCfg = Release|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.Build.0 = Release|Any CPU {BA766964-1716-422D-A09E-29426F8EB9D5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {BA766964-1716-422D-A09E-29426F8EB9D5}.Release|Any CPU.ActiveCfg = Release|Any CPU {BA766964-1716-422D-A09E-29426F8EB9D5}.Release|Any CPU.Build.0 = Release|Any CPU {87763712-0536-4D5F-9EAA-520F15D4F84E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {87763712-0536-4D5F-9EAA-520F15D4F84E}.Debug|Any CPU.Build.0 = Debug|Any CPU {87763712-0536-4D5F-9EAA-520F15D4F84E}.Release|Any CPU.ActiveCfg = Release|Any CPU {87763712-0536-4D5F-9EAA-520F15D4F84E}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {7E01292A-D76F-4CA3-AA64-085B84ECD905} EndGlobalSection EndGlobal
Jupiter/rimworld
Rimworld-Animations.sln
sln
unknown
2,088
# Exported artifacts export/ # Visual Studio Code ignores .vscode/ # IntelliJ ignores .idea
argonvile/monster
.gitignore
Git
unknown
94
<?xml version="1.0" encoding="utf-8"?> <project version="2"> <!-- Output SWF options --> <output> <movie outputType="CustomBuild" /> <movie input="" /> <movie path="Project.xml" /> <movie fps="60" /> <movie width="768" /> <movie height="432" /> <movie version="1" /> <movie minorVersion="0" /> <movie platform="Lime" /> <movie background="000000" /> </output> <!-- Other classes to be compiled into your SWF --> <classpaths> <class path="C:\HaxeToolkit\haxe\lib\flixel\4,6,1" /> <class path="C:\HaxeToolkit\haxe\lib\openfl\8,9,0\src" /> <class path="C:\HaxeToolkit\haxe\lib\lime\7,3,0\src" /> <class path="C:\HaxeToolkit\haxe\lib\hscript\2,3,0" /> <class path="C:\HaxeToolkit\haxe\lib\flixel-addons\2,7,5" /> <class path="source" /> <class path="C:\HaxeToolkit\haxe\lib\openfl\8,9,0\externs\flash" /> <class path="export\flash" /> <class path="export\flash\haxe" /> </classpaths> <!-- Build options --> <build> <option directives="flixel=4.6.1&#xA;openfl=8.9.0&#xA;lime=7.3.0&#xA;hscript=2.3.0&#xA;flixel-addons=2.7.5&#xA;native-trace&#xA;tools=7.3.0&#xA;HXCPP_STACK_TRACE&#xA;flash-use-stage&#xA;no-compilation&#xA;HXCPP_STACK_LINE&#xA;openfl-flash&#xA;fdb&#xA;openfl-disable-handle-error&#xA;web" /> <option flashStrict="False" /> <option noInlineOnDebug="False" /> <option mainClass="ApplicationMain" /> <option enabledebug="False" /> <option additional="--macro openfl._internal.macros.ExtraParams.include()&#xA;--macro lime._internal.macros.DefineMacro.run()&#xA;--macro flixel.system.macros.FlxDefines.run()&#xA;-swf-lib obj/assets.swf&#xA;-swf-version 11.8&#xA;-debug " /> </build> <!-- haxelib libraries --> <haxelib> <!-- example: <library name="..." /> --> </haxelib> <!-- Class files to compile (other referenced classes will automatically be included) --> <compileTargets> <compile path="source\GameClass.hx" /> </compileTargets> <!-- Paths to exclude from the Project Explorer tree --> <hiddenPaths> <hidden path="obj" /> </hiddenPaths> <!-- Executed before build --> <preBuildCommand>"$(CompilerPath)/haxelib" run lime build "$(OutputFile)" $(TargetBuild) -$(BuildConfig) -Dfdb</preBuildCommand> <!-- Executed after build --> <postBuildCommand alwaysRun="False" /> <!-- Other project options --> <options> <option showHiddenPaths="True" /> <option testMovie="Custom" /> <option testMovieCommand="" /> </options> <!-- Plugin storage --> <storage /> </project>
argonvile/monster
MonsterMind.hxproj
hxproj
unknown
2,613
<?xml version="1.0" encoding="utf-8"?> <project xmlns="http://lime.software/project/1.0.2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://lime.software/project/1.0.2 http://lime.software/xsd/project-1.0.2.xsd"> <!-- _________________________ Application Settings _________________________ --> <app title="MonsterMind" file="MonsterMind" main="Main" version="0.0.1" company="HaxeFlixel"/> <!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal"--> <app preloader="flixel.system.FlxPreloader" /> <!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2--> <set name="SWF_VERSION" value="11.8" /> <!-- ____________________________ Window Settings ___________________________ --> <!--These window settings apply to all targets--> <window width="768" height="432" fps="60" background="#000000" hardware="true" vsync="false" /> <!--HTML5-specific--> <window if="html5" resizable="false" /> <!--Desktop-specific--> <window if="desktop" orientation="landscape" fullscreen="false" resizable="true" /> <!--Mobile-specific--> <window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" /> <!-- _____________________________ Path Settings ____________________________ --> <set name="BUILD_DIR" value="export" /> <source path="source" /> <!-- _________________________________ Assets _______________________________ --> <assets path="assets/fonts" include="*.otf|*.ttf" /> <assets path="assets/images" include="*.png" /> <assets path="assets/sounds" include="*.wav|*.mp3" if="flash"/> <assets path="assets/sounds" include="*.wav|*.ogg" unless="flash"/> <!-- _______________________________ Libraries ______________________________ --> <haxelib name="flixel" /> <!--In case you want to use the addons package--> <haxelib name="flixel-addons" /> <!--In case you want to use the ui package--> <!--<haxelib name="flixel-ui" />--> <!--In case you want to use nape with flixel--> <!--<haxelib name="nape-haxe4" />--> <!-- ______________________________ Haxedefines _____________________________ --> <!--Enable the Flixel core recording system--> <!--<haxedef name="FLX_RECORD" />--> <!--Disable the right and middle mouse buttons--> <!--<haxedef name="FLX_NO_MOUSE_ADVANCED" />--> <!--Disable the native cursor API on Flash--> <!--<haxedef name="FLX_NO_NATIVE_CURSOR" />--> <!--Optimise inputs, be careful you will get null errors if you don't use conditionals in your game--> <haxedef name="FLX_NO_MOUSE" if="mobile" /> <haxedef name="FLX_NO_KEYBOARD" if="mobile" /> <haxedef name="FLX_NO_TOUCH" if="desktop" /> <!--<haxedef name="FLX_NO_GAMEPAD" />--> <!--Disable the Flixel core sound tray--> <!--<haxedef name="FLX_NO_SOUND_TRAY" />--> <!--Disable the Flixel sound management code--> <!--<haxedef name="FLX_NO_SOUND_SYSTEM" />--> <!--Disable the Flixel core focus lost screen--> <!--<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />--> <!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!--> <haxedef name="FLX_NO_DEBUG" unless="debug" /> <!--Enable this for Nape release builds for a serious peformance improvement--> <haxedef name="NAPE_RELEASE_BUILD" unless="debug" /> <!-- _________________________________ Custom _______________________________ --> <!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)--> </project>
argonvile/monster
Project.xml
XML
unknown
3,691
argonvile/monster
assets/data/data-goes-here.txt
Text
unknown
0
JOVANNY LEMONAD is my job nickname in case formed from two independent words. In real life my name is IVAN GLADKIKH. Since 2004 year I have been creating fonts, making lettering and other letter design. During this I created more than one hundred fonts for commercial and free use. I like experimental typographics that strongly influences my works. For this reason i still do the difficult experimental things connected with fonts and letters. Since 2008 I do the project of free fonts, created by designers for designers. I carry out commercial orders on creation of fonts. In 2009 I have received the diploma �FOR PERFECTION IN FONT DESIGN� at the international type design competition �MODERN CYRILLIC` 09� This collection of libre fonts is created by designers who have drawn these fonts and then allowed everyone to use, share, change and improve the fonts, free of charge. If you like the fonts that designers create within this project, then you can take part even if you are not a designer � with your money, in the spirit of charity �ON your heart.� To do this send a payment to the Yandex Money Account 41001412092310 and Paypal account. Under �Payment� enter the word �Donate�.
argonvile/monster
assets/fonts/hardpixel.txt
Text
unknown
1,203
Thanks for downloading my font! My fonts are free for PERSONAL use only. For any commercial use (anything you profit from), you must send a paypal donation. Please visit my website www.mistifonts.com to see my affordable prices. You MAY NOT sell my fonts or claim them as your own. You MAY NOT edit or rename my fonts. You MAY redistribute my fonts if: 1. You credit me (Misti's Fonts or Misti Hammers). 2. Keep the READ ME file intact within the zip folder. 3. Provide a link back to my website (www.mistifonts.com). Contact me (misti.fonts@gmail.com) if you have any questions. Like Misti's Fonts on facebook: https://www.facebook.com/pages/Mistis-Fonts/1383124481904444# Subscribe to Misti's Fonts on youtube: http://www.youtube.com/user/mistifonts Thanks so much!!!
argonvile/monster
assets/fonts/just-sayin.txt
Text
unknown
797
argonvile/monster
assets/music/music-goes-here.txt
Text
unknown
0
================================================================================ 1. Building Monster Mind This project is written in HaxeFlixel which takes some work to setup. 1. Install Haxe. I am using 3.4.0, you can find the latest version at https://haxe.org/download/ 2. Install HaxeFlixel. Open a command prompt and run the following commands: haxelib install lime haxelib install openfl haxelib install flixel haxelib run lime setup flixel haxelib run lime setup haxelib install flixel-tools 3. Install an IDE. I am using HaxeDevelop but your IDE shouldn't matter very much. With your IDE configured and Flixel installed, you should be able to run a simple hello world program like the one here: https://haxeflixel.com/documentation/hello-world/ If that all works, you should be able to build the MonsterMind SWF for Flash. ================================================================================ 2. Fixing Monster Mind for Windows Haxe supports many alternate platforms such as HTML5, Windows, Android and iOS. With the help of one of my fans I have gotten the Windows stuff sort of working, so you will be able to launch the game in Windows. But, there are many problems. - The game takes about 10-20 seconds to transition between screens - Spotlights look strange; Windows doesn't seem to support BlendMode.MULTIPLY correctly - There are many rendering issues related to pixel manipulation. For example, jizz is invisible and dialog choices don't invert colors when you select them. Flash renders things in memory where I can mess with the Pixels. Windows renders things at the hardware level so pixels are often inaccessible, and we will need to handle this logic differently. WhiteGroup and BlackGroup have been rewritten to be windows-friendly. BlobbyGroup has not. There are some "TODO" comments in a few other places which I noticed will need to be rewritten. ================================================================================ 3. Browsing the Source Code There's too much source code to talk about, but here are a few starting points. /source/Main.hx -- This is the main entry point to the game, which initializes the game's resources and state. This is where you might enable a global cheat flag or give the player $10,000,000 or something like that. /source/MainMenuState.hx -- This is the main menu, where Abra shows up and where you navigate to different puzzles, tutorials, and the shop. /source/puzzle/PuzzleState.hx -- This is the code for the main puzzles. This is where you might add a way to skip puzzles or make them easier. /source/poke/luca/LucarioSexyState.hx -- This is the code for Lucario's sex scene. This is where you might make Lucario more sensitive or let her play with other toys. /source/poke/luca/LucarioDialog.hx -- This is all of Lucario's dialog for the puzzles, minigames, sex scenes, and everything. This is where you might add new dialog sequences or change her personality. /source/ItemDatabase.hx -- This is the data for all of the items in the game. This is where you might make all of the items cheaper or add a new item of your own. I apologize for the syntactic inconsistencies. Haxe seems to encourage lower-case parameter names and Flixel seems to encourage upper-case parameter names. Flixel likes prefixing its fields with underscores sometimes but not always. I tried my best to imitate the style of the code I was touching, but it was really hard to stay consistent. If you want to fix it you have my blessing ================================================================================ 4. Adding your own Pokemon I think a lot of people will want to add their own Pokemon. Adding your own Pokemon is hard, but here are the steps involved for those of you who are up to the task. 4.1 Make the character show up on the main menu. Each Pokemon has a specific index in PlayerData.hx; Abra is #0 and Grovyle is #3. The basic six pokemon show up on the main menu because they are enumerated in LevelIntroDialog.professorPermutations. Other pokemon show up because they are appended into PlayerData.luckyProfSchedules (the list of super-rare Pokemon friends who show up) by PlayerDataNormalizer.normalizeLuckyProfScheduels(). Don't worry about what the button looks like yet. You can screen-cap it later once the art is done. 4.2 Draw the basic non-sexy Pokemon art 4.2.1 Draw the clothed/half-clothed/unclothed art For the Pokemon to strip, you'll need to draw all three levels of undress. You'll want to create a PokeWindow class which has your art assets as FlxSprite objects. Look at something like BuizelWindow as an example. 4.2.2 Animate the Pokemon during the puzzle sequences The Pokemon should blink periodically, and cheer when you beat a level. 4.2.3 Draw the dialog faces The Pokemon should have at least 14 different facial expressions. It's not important which is which, although if you want to be consistent with the other Pokemon, I adopted this convention: [0] = horny [1] = very horny [2] = happy [3] = very happy [4] = neutral [5] = neutral [6] = thinking [7] = confused [8] = sad [9] = very sad [10] = frightened [11] = very frightened [12] = angry [13] = very angry 4.3 Write the dialog Your dialog will go in its own dialog class, similar to BuizelDialog. The field names and method names follow a convention, so you will eventually need a fixedChats field for story dialog, a randomChats field for non-story dialog, a help() method for help dialog, and so on. 4.3.1 First-time dialog Your pokemon should have something special they say when they meet the player -- this will be the first entry in the fixedChats array. For BuizelDialog, this is the "goFromThere" method. 4.3.2 Additional one-time dialog Your pokemon should have one or two other dialog events which will only happen once -- usually pivotal conversations which establish the character. Conversations which would be weird if they happened twice. For Buizel, these are the "waterShorts", "ruralUpbringing" and "movingAway" methods. 4.3.3 "Filler dialog" Your pokemon should have about ten or other trivial conversations -- conversations which would be fine if they happened multiple times. You can have conditional logic so the conversations change if they come up repeatedly. For Buizel, these are the "random00", "random01", "random02"... methods. You can see Buizel's "random13" method has a branch in logic so he'll sometimes be interrupted by Rhydon barging down the stairs to pick up a pizza. But, most of the time he'll just chill out and give you a compliment. One of these conversations should probably reference the Player's rank. 4.3.4 Help dialog Your Pokemon needs to respond if the player clicks the help button. Look at BuizelDialog's "help" method as a template. 4.3.5 Wrong answer dialog Your Pokemon needs to respond if the player messes up a puzzle answer. Look at BuizelDialog's "clueBad" method as a template. 4.3.6 Bonus game dialog Your Pokemon needs to respond when the player finds a bonus coin. He also needs to talk about the game like asking the player if he wants to play, and saying things when he starts winning or losing. The minigames have their own menu button, so make sure you define a minigameHelp() method as well. 4.3.7 2-person dialog Usually your Pokemon will talk to the player, but sometimes they'll talk to other Pokemon too. Look at BuizelDialog's random12() method for a conversation where Rhydon barges in. Notice that the getUnlockedChats() defines buiz.randomChats.1.2 as false if Rhydon hasn't been met yet. We don't want the player randomly bumping into Rhydon for the first time during one of Buizel's puzzles. Also, don't forget to make your Pokemon show up during other Pokemon's puzzles. Maybe the player will be playing with Magnezone, and your Pokemon will randomly show up. 4.3.8 Den dialog After playing with your Pokemon, the player can go to the den and play with them more. This has special dialog, so make sure you don't forget anything. Look at BuizelDialog's denDialog() method as a template: 4.3.8.1 "too many minigames" den dialog 4.3.8.2 "too much sex" den dialog 4.3.8.3 "let's play again" den dialog x 3 4.3.8.4 "let's have sex again" den dialog x 3 4.4 Bonus game behavior Your Pokemon will be good or bad at different games. Look at the ScaleAgentDatabase.hx, StairAgentDatabase.hx, and TugAgentDatabase.hx and tweak some variables to give your Pokemon his own personality. You can make them faster or slower, smarter or dumber, more impulsive or more hesitant, things like that. 4.5 Sex scene You'll want to extend the SexyState class; use BuizelSexyState as a reference. Your new SexyState will use a PokeWindow instance, but do extra things with it and manipulate extra sprites, things like that. 4.5.1 Make your pokemon able to shift their arms and legs 4.5.2 Add about 20 different facial expressions Pokemon go through 5 different states, from 0 (not aroused) to 4 (fully aroused). Make sure your Pokemon has a few different facial expressions for each state. 4.5.3 Add Pokemon interactions 4.5.3.1 Rubbing flaccid dick 4.5.3.2 Jerking off your Pokemon 4.5.3.3 Rubbing their balls 4.5.3.4 Fingering their asshole 4.5.3.5 Additional Pokemon interactions x 2 Some Pokemon let you rub their feet, or squeeze their pecs, or fondle their inner tube or rub their head floof. There's no limit really, but it's good to have at least six things. You may want to use the SexyDebugState to get some of these clicking behaviors right. For example, you might only want to trigger the asshole-fingering animation if you click inside a certain region on their torso. BuizelSexyState defines an "assPolyArray" field for this, with a bunch of coordinates. These magic numbers can be spat out by SexyDebugState. Change SexyDebugState to extend your newly defined SexyState. The controls are described in a class-level comment; you'll want to click, use the bracket keys, and hit enter and escape. 4.5.4 Make your Pokemon ejaculate You'll want to use the SexyDebugState to get the angles on this right. You'll want the cum stream to come out from the correct angle and position regardless of whether your Pokemon is flaccid or erect, or whether the player is touching their cock or not. Use SexyDebugState to cycle through the different cock frames, and define a vector for the cum. You can press P to enable/disable the cum stream. A cum vector can be defined by a triangle, if you want more of a spray effect rather than a straight line. 4.5.5 Make your pokemon say things during sex Look at how BuizelDialog defines its encouragementWords, pleasureWords, boredWords, orgasmWords and warningWords. These are drawn as transparent PNGs. 4.5.6 Make your pokemon able to emit sweat Define a few sweatAreas. You can test this functionality in debug mode by hitting the "X" key. The polygons can be exported from SexyDebugState. 4.5.7 Make your pokemon able to emit breath This works similar to the cum vectors -- just cycle through the facial expressions and define a breath vector for each facial expression. Then export the vectors to your SexyState. The "P" key will also emit a breath poof for testing. 4.5.8 Define your Pokemon's behavior Your Pokemon should have things they like and dislike. All of the existing Pokemon are a puzzle in themselves. They all have things they like and dislike, but they don't like the same thing every time. Sometimes they might want their feet rubbed, but sometimes they might get sick of it. Sometimes they're especially sensitive and need you to back off, or sometimes they're more welcoming. Reading their cues gets you greater rewards. 4.5.8.1 Add rules for emitting hearts Most Pokemon have 3 things they will especially like, which multiply the rewards for that session, and 2 things they especially hate, which diminish the rewards for that session. Buizel hates having his tube rubbed, but loves if you explore his body before touching his cock. Additionally, Pokemon will have other things they like or dislike in a more subtle way. Buizel emits very few hearts when you stick one of your fingers in his butt, but a ton of hearts when he loosens up and you get more fingers in there. Look at his handleRubReward() method and use it for inspiration. 4.5.8.2 Add visual cues for emitting hearts Give the player some clues for what your Pokemon likes and dislikes. This can be in the form of words, sound effects, their pose, their facial expression, or the amount of sweat and precum they emit. 4.5.9 Define your Pokemon's sound effects I got all of my sound effects from Pokemon Fire Red/Leaf Green. I stretched and distorted the sounds in Reaper, modifying the pitch, duration and other qualities. You'll want about ten; some short, some medium-length, some long. You'll also want to make a special chat sound. I just took this from the Pokemon cry, and taking a tiny slice out of it. 4.5.10 Add the dialog for before/after sex The first entry in the sexyBeforeChats array in your dialog class will be used when the player first has sex with your Pokemon. You might want to make it unique. The remaining entries in the sexyBeforeChats will define the things your Pokemon says before sex, and the entries in sexyAfterChats will define the things your Pokemon says after sex. You should also define 3-4 things your Pokemon says when the player made mistakes last time. Either hints about things the player overlooked, or things the player did which the Pokemon didn't like. This is defined by overriding the computeChatComplaints() method in your SexyState, so that it returns integer indexes into your Dialog.sexyBeforeBad array. You should also define 2-3 things your Pokemon says when the player does everything right. This goes into your Dialog.sexyAfterGood field. 4.6 Add the main menu button You should just be able to screencap your PokeWindow and scale it. 4.7 Create a female version of the character as well 4.7.1 Female dialog faces 4.7.2 Different clothes 4.7.3 Different full-size facial expressions 4.7.4 Female dialog tweaks (he/she, cock/vagina, etc) (also for player's gender) 4.7.5 New female animations 4.7.5.1 Gently rubbing vagina 4.7.5.2 Vigorously rubbing vagina 4.7.5.3 Vagina squishes when fingering ass 4.7.6 Different female ejaculations/reward structure for sex scene Since female characters have internal genitals, there's usually a little bit less to do, so they only have 2 things they especially like. If you end up having 3, just double-check that the math in doNiceThing() works out so both genders give comparable rewards when the player plays perfectly 4.7.7 Different main menu buttons 4.7.8 BUOYS/GIRLS code should work, state should save With cheats enabled, you should be able to type BUOYS to change the characters to boys, GIRLS to change the characters to girls, and your new character's gender should persist to the player's save data. This infrastructure is already in place, but you want to make sure you're setting and storing your various PlayerData and PlayerSave variables appropriately 4.7.9 Gender should toggle in items menu 4.7.10 Lucky item to make your character appear more 4.7.11 Sex toy sequence All Pokemon are compatible with 1-2 sex toys. For example, Buizel is compatible with the blue dildo and the gummy dildo. 4.7.11.1 Add basic graphics Just like when creating your PokeWindow, if your Pokemon is in a new pose, you'll want to redraw the character in that new pose and have them blinking and moving a little 4.7.11.2 Add interface Add a way for the player to interact with the scene; for Buizel this is with that window on the left. 4.7.11.3 Add animations 4.7.11.4 Make your Pokemon able to react during the toy scene Just like with the main sex scene, you'll want your Pokemon able to emit words, precum, sweat, breath poofs, and to change their pose or facial expression. 4.7.11.4 Add rules for emitting hearts 4.7.11.5 Add cues for emitting hearts Just like with the main sex scene, you'll want to have special ways your Pokemon does and doesn't like to be treated with the sex toy, and you'll want them talking, sweating, breathing and emitting precum, and changing their pose to hint to the player how they're doing. 4.7.11.6 Sex toy sequence should work for female characters as well 4.8 Destructors Make sure you're cleaning up all of your assets in a destroy() method. If you're unsure, you can try changing the MemLeakState to load up your SexyState or your PokeWindow and see if it starts consuming more and more memory. 4.9 Compress image assets I used tinypng.com; a compressed PNG is about 20% the size of a non-compressed PNG. This is why the game is 10 MB and not 30 MB, so compress your assets. ================================================================================ 5. In closing I'm releasing this source code so that others can learn from it, and because I'd like others to be able to expand the game in ways they see fit. If you can make this game better or if you have questions about this source code I can be reached a lot of places: Twitter: @argonvile Discord: ArgonVile#2603 Skype: argon.vile FurAffinity: http://www.furaffinity.net/user/argonvile/ InkBunny: http://www.inkbunny.net/argonvile
argonvile/monster
readme.txt
Text
unknown
18,118
package; import flixel.FlxG; import flixel.math.FlxMath; /** * A collection of utility methods related to sprite animations */ class AnimTools { private function new() {} /** * Creates a "blinky animation" made out of non-blink frames, with blink * frames interspersed every 9-15 frames randomly * * This is used for bugs and for Pokemon * * @param normalFrames normal frame indices (eyes open) * @param blinkFrames blink frame indices (eyes closed) * @return an array of frame indices which look like someone blinking */ public static function blinkyAnimation(normalFrames:Array<Int>, ?blinkFrames:Array<Int>):Array<Int> { var anim:Array<Int> = []; push(anim, FlxG.random.int(9, 15), normalFrames); push(anim, 1, blinkFrames); push(anim, FlxG.random.int(9, 15), normalFrames); push(anim, 1, blinkFrames); push(anim, FlxG.random.int(9, 15), normalFrames); push(anim, 1, blinkFrames); var i:Int = FlxG.random.int(0, anim.length - 1); for (j in 0...i) { anim.insert(0, anim.pop()); } return anim; } /** * This is identical to the above blinkyAnimation() method, but for * characters which blink less frequently * * @param normalFrames normal frame indices (eyes open) * @param blinkFrames blink frame indices (eyes closed) * @return an array of frame indices which look like someone blinking */ public static function slowBlinkyAnimation(normalFrames:Array<Int>, ?blinkFrames:Array<Int>):Array<Int> { var anim:Array<Int> = []; push(anim, FlxG.random.int(18, 30), normalFrames); push(anim, 1, blinkFrames); push(anim, FlxG.random.int(18, 30), normalFrames); push(anim, 1, blinkFrames); push(anim, FlxG.random.int(18, 30), normalFrames); push(anim, 1, blinkFrames); var i:Int = FlxG.random.int(0, anim.length - 1); for (j in 0...i) { anim.insert(0, anim.pop()); } return anim; } /** * Appends a random set of frames to an animation. This is intended to be * used with a set of near-identical frames to create a "wiggly" effect * * @param idleAnim animation frames to append to * @param howMany how many frames to append * @param array animation frames which should be appended */ public static function push(idleAnim:Array<Int>, howMany:Int, array:Array<Int>) { if (array == null || array.length == 0) { return; } var i:Int = 0; while (i < howMany) { idleAnim.push(array[FlxG.random.int(0, array.length - 1)]); i++; } } /** * Shifts an animation a random number of frames. When a set of sprites all * share the same animation, this makes it so they won't be 100% perfectly * in sync -- some will start earlier, and some will start later * * @param idleAnim animation frames to shift */ public static function shift(idleAnim:Array<Int>) { var idleAnimFragment:Array<Int> = idleAnim.splice(0, FlxG.random.int(0, idleAnim.length)); for (i in 0...idleAnimFragment.length) { idleAnim.push(idleAnimFragment[i]); } } }
argonvile/monster
source/AnimTools.hx
hx
unknown
3,079
package; @:build(flixel.system.FlxAssets.buildFileReferences("assets", true)) class AssetPaths {}
argonvile/monster
source/AssetPaths.hx
hx
unknown
101
package; import MmStringTools.*; import flixel.FlxG; import poke.hera.HeraShopDialog; import openfl.utils.Object; /** * BadItemDescriptions provides all of Kecleon's weird descriptions when he * runs the store. */ class BadItemDescriptions { private static var itemQualities:Map<Int, ItemQuality> = new Map<Int, ItemQuality>(); private static var descriptionCache:Map<ItemDatabase.ShopItem, Array<Array<Object>>>; private static var intros:ConversationList; private static var descriptions:ConversationList; private static var successfulPurchases:ConversationList; public static function initialize(?force:Bool = false) { if (!force && descriptionCache != null) { // already initialized return; } descriptionCache = new Map<ItemDatabase.ShopItem, Array<Array<Object>>>(); intros = new ConversationList(); descriptions = new ConversationList(); successfulPurchases = new ConversationList(); var crumbly:Adjective = new Adjective("a|crumbly", "a|crumblier", "crumbliest", "crumbliness"); crumbly.addNoun("a|piece of chalk", "some|pieces of chalk"); crumbly.addNoun("a|sand castle", "a couple of|sand castles"); crumbly.addNoun("drywall", "a bunch of|things of drywall"); var flat:Adjective = new Adjective("a|flat", "a|flatter", "flattest", "flatness"); flat.addNoun("a|rug", "some|rugs"); flat.addNoun("a|waffle", "a stack of|waffles"); flat.addNoun("a|frisbee", "a bunch of|frisbees"); flat.addNoun("a|tortilla", "a couple|tortillas"); var tasty:Adjective = new Adjective("a|delicious", "a|more delicious", "most delicious", "deliciousness"); tasty.addNoun("tarts","a bunch of|tarts"); tasty.addNoun("a|thick steak","a couple of|thick steaks"); tasty.addNoun("teriyaki sauce", "some things of|teriyaki sauce"); var circular:Adjective = new Adjective("a|disc-shaped", "a|more disc-shaped", "most disc-shaped", "disc-shapedness"); circular.addNoun("a|DVD","a bunch of|DVDs"); circular.addNoun("a|mug","some|mugs"); circular.addNoun("a|clock", "a couple|clocks"); circular.addNoun("a|manhole cover", "a couple of|manhole covers"); var sciencey:Adjective = new Adjective("a|sciencey", "a|sciencier", "scienciest", "scienciness"); sciencey.addNoun("a|graduated cylinder", "some|graduated cylinders"); sciencey.addNoun("a|bunsen burner", "a couple of|bunsen burners"); sciencey.addNoun("uranium", "some things of|uranium"); sciencey.addNoun("protective goggles", "some|protective goggles"); var drab:Adjective = new Adjective("a|drab", "a|more drab", "most drab", "drabness"); drab.addNoun("a|rock", "a couple|rocks"); drab.addNoun("smog", "some|smog clouds"); drab.addNoun("loafers", "some pairs of|loafers"); var geek:Adjective = new Adjective("a|geeky", "a|geekier", "geekiest", "geekiness"); geek.addNoun("some|magic cards", "a big binder of|magic cards"); geek.addNoun("a|20-sided die", "a handful of|20-sided dice"); geek.addNoun("a|board game", "a bunch of|board games"); geek.addNoun("a|wall-mounted bat'leth", "a gallery of|wall-mounted bat'leths"); var rectangle:Adjective = new Adjective("a|rectangle", "a|more rectangle shaped", "most rectangle shaped", "rectangleness"); rectangle.addNoun("an|index card", "a couple|index cards"); rectangle.addNoun("a|shoebox", "a bunch of|shoeboxes"); rectangle.addNoun("a|smartphone", "some|smartphones"); rectangle.addNoun("a|refrigerator", "a few|refrigerators"); var caustic:Adjective = new Adjective("a|caustic", "a|more caustic", "most caustic", "causticness"); caustic.addNoun("battery acid", "a bunch of|battery acid"); caustic.addNoun("chlorine", "some things of|chlorine"); caustic.addNoun("drain cleaner", "some cartons of|drain cleaner"); var cylindrical:Adjective = new Adjective("a|cylindrical", "a|more cylindrical", "most cylindrical", "cylinderness"); cylindrical.addNoun("a|garbage can", "a couple of|garbage cans"); cylindrical.addNoun("a|handheld telescope", "a bunch of|handheld telescopes"); cylindrical.addNoun("a|prosthetic leg", "some|prosthetic legs"); cylindrical.addNoun("a|tampon", "a whole slew of|tampons"); var medical:Adjective = new Adjective("a|medical", "a|more medical", "most medical", "medicalness"); medical.addNoun("an|EKG machine", "a bunch of|EKG machines"); medical.addNoun("a|vaccine", "a couple of|vaccines"); medical.addNoun("a|scalpel", "a few|scalpels"); medical.addNoun("a|tongue depressor", "a few|tongue depressors"); medical.addNoun("an|ambulance", "a fleet of|ambulances"); var cosmetic:Adjective = new Adjective("a|cosmetic", "a|more cosmetic", "most cosmetic", "cosmeticness"); cosmetic.addNoun("a|cuticle pusher", "a bunch of|cuticle pushers"); cosmetic.addNoun("a|brush case", "a couple of|brush cases"); cosmetic.addNoun("a|waxing kit", "a bunch of|waxing kits"); cosmetic.addNoun("lipstick", "some things of|lipstick"); var cleaning:Adjective = new Adjective("a|cleaning", "a|more cleaning", "most cleaning", "cleaningness"); cleaning.addNoun("a|mop", "a closet full of|mops"); cleaning.addNoun("a|feather duster", "some|feather dusters"); cleaning.addNoun("a|roomba", "a bunch of|roombas"); cleaning.addNoun("a|housekeeper", "a couple|housekeepers"); var relaxing:Adjective = new Adjective("a|relaxing", "a|more relaxing", "most relaxing", "relaxingness"); relaxing.addNoun("a|beer", "a couple of|beers"); relaxing.addNoun("a|croquet set", "some|croquet sets"); relaxing.addNoun("a|recliner", "a few|recliners"); relaxing.addNoun("bath salts", "some|bath salts"); var pungent:Adjective = new Adjective("a|pungent", "a|more pungent", "most pungent", "pungentness"); pungent.addNoun("an|air freshener", "a couple of|air fresheners"); pungent.addNoun("garlic", "some cloves of|garlic"); pungent.addNoun("axe body spray", "some things of|axe body spray"); pungent.addNoun("a|durian", "a bunch of|durians"); var pointy:Adjective = new Adjective("a|pointy", "a|pointier", "pointiest", "pointiness"); pointy.addNoun("a|cactus", "a couple of|cacti"); pointy.addNoun("a|thumbtack", "a handful of|thumbtacks"); pointy.addNoun("a|letter opener", "a bunch of|letter openers"); pointy.addNoun("a|shark tooth necklace", "a couple|shark tooth necklaces"); var romantic:Adjective = new Adjective("a|romantic", "a|more romantic", "most romantic", "romanticness"); romantic.addNoun("a|long-stemmed rose", "a bouquet of|long-stemmed roses"); romantic.addNoun("a|box of chocolates", "a couple|boxes of chocolates"); romantic.addNoun("lingerie", "some nice pieces of|lingerie"); romantic.addNoun("massage oil", "some things of|massage oil"); var shiny:Adjective = new Adjective("a|shiny", "a|shinier", "shiniest", "shininess"); shiny.addNoun("a|bauble", "a collection of|baubles"); shiny.addNoun("a|geode", "a whole bunch of|geodes"); shiny.addNoun("a|space shuttle", "a couple|space shuttles"); shiny.addNoun("silverware", "some things of|silverware"); var pocket:Adjective = new Adjective("a|pocket", "a|more pocket-sized", "most pocket-sized", "pocketness"); pocket.addNoun("a|deck of cards", "a couple|decks of cards"); pocket.addNoun("coins", "a bunch of|collectable coins"); pocket.addNoun("chewing gum", "a couple|packs of chewing gum"); pocket.addNoun("a|condom", "a few|condoms"); var jingly:Adjective = new Adjective("a|jingly", "a|jinglier", "jingliest", "jingliness"); jingly.addNoun("sleigh bells", "a bunch of different|sleigh bells"); jingly.addNoun("wind chimes", "a bunch of|wind chimes"); jingly.addNoun("a|tambourine", "some|tambourines"); jingly.addNoun("manacles", "a few sets of|manacles"); var puzzle:Adjective = new Adjective("a|puzzley", "a|puzzlier", "puzzliest", "puzzleness"); puzzle.addNoun("a|jigsaw puzzle", "a bunch of|jigsaw puzzles"); puzzle.addNoun("a|mystery novel", "a couple|mystery novels"); puzzle.addNoun("a|book of sudoku", "a few|sudoku books"); puzzle.addNoun("a|finger trap", "a couple of|finger traps"); var masculine:Adjective = new Adjective("a|masculine", "a|more masculine", "most masculine", "masculinity"); masculine.addNoun("a|leather jacket", "a couple|leather jackets"); masculine.addNoun("a|motorcycle", "a bunch of|motorcycles"); masculine.addNoun("a|handgun", "a few|handguns"); masculine.addNoun("moustache wax", "some things of|moustache wax"); var feminine:Adjective = new Adjective("a|feminine", "a|more feminine", "most feminine", "femininity"); feminine.addNoun("a|purse", "a couple of|purses"); feminine.addNoun("a|bath pouf", "a bunch of|bath poufs"); feminine.addNoun("a|brassiere", "a couple|brassieres"); feminine.addNoun("a|corset", "a bunch of|corsets"); var computer:Adjective = new Adjective("a|computery", "a|more computery", "most computery", "computeriness"); computer.addNoun("a|laptop", "a couple of|laptops"); computer.addNoun("a|thumb drive", "a bunch of them|thumb drives"); computer.addNoun("a|VR headset", "a whole bunch of|VR headsets"); computer.addNoun("a|graphics card", "a collection of|graphics cards"); var penis:Adjective = new Adjective("a|penisy", "a|more penisy", "most penisy", "penisiness"); penis.addNoun("an|actual penis", "a couple of|actual penises"); penis.addNoun("a|picture of a penis", "a bunch of|penis pictures"); penis.addNoun("a|description of a penis", "a few|penis descriptions"); penis.addNoun("an|audio recording of a penis", "a bunch of|penis sounds"); var vagina:Adjective = new Adjective("a|vagina-ey", "a|more vagina-ey", "most vagina-ey", "vaginaness"); vagina.addNoun("an|actual vagina", "a couple of|actual vaginas"); vagina.addNoun("a|picture of a vagina", "a bunch of|vagina pictures"); vagina.addNoun("a|description of a vagina", "a few|vagina descriptions"); vagina.addNoun("an|audio recording of a vagina", "a bunch of|vagina sounds"); var ambient:Adjective = new Adjective("an|ambient", "a|more ambient", "most ambient", "ambience"); ambient.addNoun("elevator music", "a lot of|elevator music"); ambient.addNoun("a|lava lamp", "a couple of|lava lamps"); ambient.addNoun("a|fog machine", "some|fog machines"); ambient.addNoun("a|fireplace", "a few|fireplaces"); var colorful:Adjective = new Adjective("a|colorful", "a|more colorful", "most colorful", "colorfulness"); colorful.addNoun("rainbow stickers", "some|rainbow stickers"); colorful.addNoun("a|pride flag", "a couple of|pride flags"); colorful.addNoun("a|tacky sweater", "a few|tacky sweaters"); colorful.addNoun("highlighters", "a pack of|highlighters"); var spherical:Adjective = new Adjective("a|round", "a|rounder", "roundest", "roundness"); spherical.addNoun("the|moon", "a bunch of|moons"); spherical.addNoun("a|cantelouple", "a couple|canteloupes"); spherical.addNoun("a|bocce ball", "a lot of|bocce balls"); spherical.addNoun("an|eyeball", "a few|eyeballs"); var inTheButt:Adjective = new Adjective("an|in-the-butt", "a|more in-the-butt", "in-the-buttest", "in-the-buttness"); inTheButt.addNoun("fecal bacteria", "a colony of|fecal bacteria"); inTheButt.addNoun("little poops", "a buttful of|little poops"); inTheButt.addNoun("pinworms", "an infestation of|pinworms"); inTheButt.addNoun("a|tiny race car", "a bunch of|tiny race cars"); inTheButt.addNoun("a|suppository", "a handful of|suppositories"); var erotic:Adjective = new Adjective("an|erotic", "a|more erotic", "most erotic", "eroticness"); erotic.addNoun("an|aphrodesiac", "a couple of|aphrodesiacs"); erotic.addNoun("crotchless undies", "some|crotchless undies"); erotic.addNoun("a|leather harness", "a bunch of them|leather harnesses"); erotic.addNoun("a|porno mag", "some|porno mags"); var potentiallyFatal:Adjective = new Adjective("a|potentially fatal", "a|more fatal", "most fatal", "fatalness"); potentiallyFatal.addNoun("a|pack of cigarettes", "a couple|packs of cigarettes"); potentiallyFatal.addNoun("intravenous drugs", "a cocktail of|intravenous drugs"); potentiallyFatal.addNoun("a|snowboard", "a couple of|snowboards"); potentiallyFatal.addNoun("a|wingsuit", "a bunch of|wingsuits"); var crawly:Adjective = new Adjective("a|crawly", "a|crawlier", "crawliest", "crawliness"); crawly.addNoun("a|cockroach", "an infestation of|cockroaches"); crawly.addNoun("a|caterpillar", "a bunch of|caterpillars"); crawly.addNoun("a|millipede", "a whole bunch of|millipedes"); crawly.addNoun("ants", "a whole colony of|ants"); var distracting:Adjective = new Adjective("a|distracting", "a|more distracting", "most distracting", "distractingess"); distracting.addNoun("a|television", "a couple|TVs"); distracting.addNoun("a|loud noise", "a series of|loud noises"); distracting.addNoun("peripheral movement", "some|peripheral movements"); distracting.addNoun("a|puppet show", "a couple of|puppet shows"); var spooky:Adjective = new Adjective("a|spooky", "a|spookier", "spookiest", "spookiness"); spooky.addNoun("a|mask", "a couple of|masks"); spooky.addNoun("a|ouija board", "a few|ouija boards"); spooky.addNoun("a|corpse", "a bunch of|corpses"); spooky.addNoun("an|abandoned mausoleum", "some|abandoned mausoleums"); var game:Adjective = new Adjective("a|game-related", "a|gamier", "gamiest", "game-ness"); game.addNoun("a|nintendo thing", "a couple of those|nintendo things"); game.addNoun("a|hacky sack", "a bunch of|hacky sacks"); game.addNoun("a|pack of playing cards", "a couple|packs of playing cards"); game.addNoun("a|Rubik's cube", "a stack of|Rubik's cubes"); var hand:Adjective = new Adjective("a|hand-related", "a|more hand-related", "most hand-related", "hand-ness"); hand.addNoun("a|wedding ring", "a couple|wedding rings"); hand.addNoun("a|wristwatch", "a bunch of|wristwatches"); hand.addNoun("a|cuticle pusher", "a drawer full of|cuticle pushers"); hand.addNoun("a|grip strengthener", "a couple of them|grip strengtheners"); var seeThrough:Adjective = new Adjective("a|see-through", "a|more see-through", "most see-through", "see-throughness"); seeThrough.addNoun("a|stained-glass window", "a bunch of them|stained glass windows"); seeThrough.addNoun("a|crystal ball", "a couple of|crystal balls"); seeThrough.addNoun("a|wet t-shirt", "a smorgasbord of|wet t-shirts"); seeThrough.addNoun("a|dreamcatcher", "a bunch of|dreamcatchers"); var precautionary:Adjective = new Adjective("a|precautionary", "a|more precautionary", "most precautionary", "precautionary-ness"); precautionary.addNoun("a|appendectomy", "a few|appendectomies"); precautionary.addNoun("a|wet floor sign", "a bunch of them|wet floor signs"); precautionary.addNoun("a|baby monitor", "a couple|baby monitors"); precautionary.addNoun("a|plunger", "some|plungers"); precautionary.addNoun("a|flashlight", "a couple extra|flashlights"); var soft:Adjective = new Adjective("a|soft", "a|softer", "softest", "softness"); soft.addNoun("a|down comforter", "a couple of|down comforters"); soft.addNoun("a|dakimakura", "a whole bunch of|dakimakuras"); soft.addNoun("a|baby goose", "a couple|baby geese"); soft.addNoun("a|beanbag chair", "a few|beanbag chairs"); var squid:Adjective = new Adjective("a|squid-looking", "a|more squid-looking", "squid-lookingest", "squid-lookingness"); squid.addNoun("a|plate of spaghetti", "a few|plates of spaghetti"); squid.addNoun("a|cat o' nine tails", "a couple of those|cat o' nine tails"); squid.addNoun("a|dreadlocks wig", "a bunch of them|dreadlocks wigs"); squid.addNoun("a|mop", "a whole bunch of|mops"); squid.addNoun("a|grass skirt", "a couple of|grass skirts"); var buzzy:Adjective = new Adjective("a|buzzy", "a|buzzier", "buzziest", "buzziness"); buzzy.addNoun("a|handheld buzzer", "a couple|handheld buzzers"); buzzy.addNoun("an|angry hornet", "a cloud of|angry hornets"); buzzy.addNoun("a|kazoo", "a bunch of|kazoos"); buzzy.addNoun("an|electric razor", "a few|electric razors"); buzzy.addNoun("a|chainsaw", "a bunch of them|chainsaws"); var cute:Adjective = new Adjective("a|cute", "a|cuter", "cutest", "cuteness"); cute.addNoun("a|puppy", "a litter of|puppies"); cute.addNoun("a|tamagotchi", "a couple|tamagotchis"); cute.addNoun("a|baby cupcake", "some|baby cupcakes"); cute.addNoun("marshmallow peeps", "a whole bunch of|marshmallow peeps"); cute.addNoun("a|teddy bear", "a few|teddy bears"); var nostalgic:Adjective = new Adjective("a|nostalgic", "a|more nostalgic", "most nostalgic", "nostalgicness"); nostalgic.addNoun("a|VHS tape", "a bunch of|VHS tapes"); nostalgic.addNoun("a|game boy", "a few|game boys"); nostalgic.addNoun("a|walkman", "a couple of|walkmen"); nostalgic.addNoun("a|rotary phone", "a bunch of them|rotary phones"); nostalgic.addNoun("a|beanie baby", "a whole bunch of|beanie babies"); var fun:Adjective = new Adjective("a|fun", "a|more fun", "most fun", "funness"); fun.addNoun("a|walkie talkie", "a couple of|walkie talkies"); fun.addNoun("a|pogo stick", "a few|pogo sticks"); fun.addNoun("fireworks", "a bunch of|fireworks"); fun.addNoun("a|squirt gun", "some|squirt guns"); fun.addNoun("wax lips", "some candy|wax lips"); var foody:Adjective = new Adjective("a|foody", "a|foodier", "foodiest", "foodiness"); foody.addNoun("cornmeal", "a big ol' tub of|cornmeal"); foody.addNoun("a|strawberry", "a thing of|strawberries"); foody.addNoun("pots and pans", "a bunch of|pots and pans"); foody.addNoun("mashed potatoes", "some|mashed potatoes"); foody.addNoun("a|refrigerator", "a few|refrigerators"); foody.addNoun("an|extra value meal", "a couple|extra value meals"); var papery:Adjective = new Adjective("a|papery", "a|more papery", "most papery", "paperiness"); papery.addNoun("a|manila folder", "a couple of|manila folders"); papery.addNoun("a|lottery ticket", "a bunch of|lottery tickets"); papery.addNoun("a|book", "a few|books"); papery.addNoun("a|movie poster", "a couple|movie posters"); setAdjectives(ItemDatabase.ITEM_COOKIES, true, [crumbly, flat, tasty, circular, foody]); setAdjectives(ItemDatabase.ITEM_CALCULATOR, false, [sciencey, geek, rectangle, pocket, computer]); setAdjectives(ItemDatabase.ITEM_HYDROGEN_PEROXIDE, false, [sciencey, caustic, cylindrical, medical, precautionary]); setAdjectives(ItemDatabase.ITEM_ACETONE, false, [caustic, cylindrical, cosmetic, cleaning, pungent]); setAdjectives(ItemDatabase.ITEM_INCENSE, false, [relaxing, pungent, pointy, romantic, ambient]); setAdjectives(ItemDatabase.ITEM_GOLD_PUZZLE_KEY, true, [shiny, pocket, jingly, puzzle]); setAdjectives(ItemDatabase.ITEM_DIAMOND_PUZZLE_KEY, false, [shiny, pocket, jingly, puzzle]); setAdjectives(ItemDatabase.ITEM_MARS_SOFTWARE, false, [rectangle, masculine, computer, penis]); setAdjectives(ItemDatabase.ITEM_VENUS_SOFTWARE, false, [rectangle, feminine, computer, vagina]); setAdjectives(ItemDatabase.ITEM_MAGNETIC_DESK_TOY, false, [relaxing, shiny, fun, ambient]); setAdjectives(ItemDatabase.ITEM_SMALL_GREY_BEADS, true, [drab, spherical, inTheButt, erotic]); setAdjectives(ItemDatabase.ITEM_SMALL_PURPLE_BEADS, true, [colorful, spherical, inTheButt, erotic]); setAdjectives(ItemDatabase.ITEM_LARGE_GLASS_BEADS, true, [potentiallyFatal, spherical, inTheButt, erotic]); setAdjectives(ItemDatabase.ITEM_LARGE_GREY_BEADS, true, [potentiallyFatal, spherical, inTheButt, erotic, drab]); setAdjectives(ItemDatabase.ITEM_FRUIT_BUGS, true, [colorful, cute, crawly, puzzle, distracting]); setAdjectives(ItemDatabase.ITEM_MARSHMALLOW_BUGS, true, [colorful, cute, crawly, puzzle, distracting, foody]); setAdjectives(ItemDatabase.ITEM_SPOOKY_BUGS, true, [spooky, cute, crawly, puzzle, distracting]); setAdjectives(ItemDatabase.ITEM_RETROPIE, false, [relaxing, computer, rectangle, geek, game]); setAdjectives(ItemDatabase.ITEM_ASSORTED_GLOVES, true, [colorful, hand, soft, squid]); setAdjectives(ItemDatabase.ITEM_INSULATED_GLOVES, true, [colorful, hand, precautionary, squid]); setAdjectives(ItemDatabase.ITEM_GHOST_GLOVES, true, [spooky, hand, seeThrough, soft]); setAdjectives(ItemDatabase.ITEM_VANISHING_GLOVES, true, [spooky, hand, seeThrough, soft]); setAdjectives(ItemDatabase.ITEM_STREAMING_PACKAGE, false, [rectangle, flat, computer, distracting]); setAdjectives(ItemDatabase.ITEM_VIBRATOR, false, [erotic, cute, buzzy, inTheButt, feminine]); setAdjectives(ItemDatabase.ITEM_BLUE_DILDO, false, [penis, inTheButt, cylindrical, pointy, erotic]); setAdjectives(ItemDatabase.ITEM_GUMMY_DILDO, false, [penis, inTheButt, pointy, soft, erotic, foody]); setAdjectives(ItemDatabase.ITEM_HUGE_DILDO, false, [penis, inTheButt, cylindrical, potentiallyFatal, erotic]); setAdjectives(ItemDatabase.ITEM_HAPPY_MEAL, true, [pocket, colorful, nostalgic, fun]); setAdjectives(ItemDatabase.ITEM_PIZZA_COUPONS, true, [rectangle, flat, foody, papery]); itemQualities[ItemDatabase.ITEM_MAGNETIC_DESK_TOY].successfulPurchase = [ "%gift-magn%", "#kecl06#Really!? ...You want this thing!? This thing doesn't exactly scream out \"<name>\" to me, if you catch my drift.", "#kecl05#Waaaaait, what with all these magnets is this... like... supposed to be a present for Magnezone or somethin'? Ooooookay, okay, I get what you're goin' for.", "#kecl03#Tell ya what, I'll leave it out for " + (PlayerData.magnMale ? "him" : "her") + " with one of them little ehhhhhh... gift tag things on it. I think that'll get your message across~", ]; itemQualities[ItemDatabase.ITEM_RETROPIE].successfulPurchase = [ "%gift-kecl%", "#kecl00#Oof I'm so jealous right now! I'd kill for one of these... things, whatever it is.", "#kecl05#I dunno what it is about it, it just looks... expensive. ...And neat. (shake) What's it got, it's got a little chip in there? (shake) (shake)", "#kecl06#... ...Anyway, Heracross had some special instructions for this... thing, so I'll ask " + (PlayerData.heraMale ? "him" : "her") + " about it later.", ]; itemQualities[ItemDatabase.ITEM_HAPPY_MEAL].successfulPurchase = [ "%gift-grim%", "#kecl05#Ayy cool, enjoy your new ehh... Enjoy your garbage!! ... ... ...ya freakin' weirdo...", ]; itemQualities[ItemDatabase.ITEM_PIZZA_COUPONS].successfulPurchase = [ "%gift-luca%", "#kecl06#Oh ehhhh, yeah okay! I mean, that's an... ...interesting choice.", "#kecl04#What is it, like, you just like lookin' at pictures of food or somethin'? ...I mean, what's a " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "guy") + " like you gonna actually do with these things?", "#kecl02#...Actually, you know who LOVES lookin' at pictures of food is that one " + (PlayerData.rhydMale?"guy":"girl") + " Rhydon! ...I think I'll leave this over with " + (PlayerData.rhydMale?"his":"her") + " stuff." ]; intros.single([ "#kecl06#Oooh, I dunno if I'm supposed to sell this, it's just this... <adjs> thing that was sittin' around.", "#kecl05#But I can maybe let you have it for... <price>? That sound good?" ]); intros.plural([ "#kecl06#Oooh, I dunno if I'm supposed to sell these, they're just these... <adjs> things that were sittin' around.", "#kecl05#But I can maybe let you have 'em for... <price>? That sound good?" ]); intros.single(["#kecl04#That's <a adjs> thing! It's really good if you need somethin' that's ehh, <adj0>. Did you want it for <price>?"]); intros.plural(["#kecl04#Those are some <adjs> things! They're really good if you need some things that are ehh, <adj0>. Did you want 'em for <price>?"]); intros.single(["#kecl04#Oh that! That's a, uhhh... <adjs> thing. Didja wanna buy it for <price>?"]); intros.plural(["#kecl04#Oh those! Those are uhhh... <adjs> things. Didja wanna buy 'em for <price>?"]); intros.single(["#kecl06#Oh you're lookin' at that? Yeah that's a ehhh... <adjs> thing. Did you want it for <price>?"]); intros.plural(["#kecl06#Oh you're lookin' at those? Yeah those are ehhh... <adjs> things. Did you want 'em for <price>?"]); intros.single(["#kecl03#Oh that's like... <a adjs> thing. It's really <adj0>! ...Did you wanna buy it for <price>?"]); intros.plural(["#kecl03#Oh those are like... <adjs> things. They're really <adj0>! ...Did you wanna buy em for <price>?"]); intros.single(["#kecl05#Oh that? Yeah that's the most ehh, <adjs> thing a " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "guy") +" could ever want right there! ...How's <price> sound? You want it?"]); intros.plural(["#kecl05#Oh that? Yeah that's all the ehh, <adjs> things a " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "guy") +" could ever want right there! ...How's <price> sound? You want 'em?"]); intros.single(["#kecl05#Yeah, that's one of them... <adjs> things! We're runnin' a special today where it's only <price>. Did you want it?"]); intros.plural(["#kecl05#Yeah, those are some of them... <adjs> things! We're runnin' a special today where they're only <price>. Did you want 'em?"]); intros.single(["#kecl04#You got a keen eye! That's <a adjs> thing, and it can be yours for the low, low price of <price>. You wanna take it?"]); intros.plural(["#kecl04#You got a keen eye! Those are some <adjs> things, and they can be yours for the low, low price of <price>. You wanna take 'em?"]); intros.single(["#kecl04#Yeah, so that's <a adjs> thing! I was gonna charge 20,000,000$ for it, but for you? Let's make it <price>. Waddaya say?"]); intros.plural(["#kecl04#Yeah, so those are <adjs> things! I was gonna charge 20,000,000$ for 'em, but for you? Let's make it <price>. Waddaya say?"]); intros.single(["#kecl02#Yeah, we finally got <a adjs> thing in stock! Did you wanna nab it for <price> today? It might be gone tomorrow!"]); intros.plural(["#kecl02#Yeah, we finally got these <adjs> things in stock! Did you wanna nab 'em for <price> today? They might be gone tomorrow!"]); intros.shuffle(); descriptions.single([ "#kecl05#Oh yeah! When people are shopping for somethin' <adj0>, they're usually thinking like... <a noun00>, or maybe <a noun01>.", "#kecl02#But I can tell, you? You know <adj0>. You're a connoisseur of <adj0>.", "#kecl03#If you want the most <adj0> you can get, you don't want <a noun01>, you want this <adjs> thing!", "#kecl05#Besides, would you describe <a noun01> as <adj2>? Like, no way! I mean, well...", "#kecl06#Well maybe some of those high-end <nouns01>. But you'd pay through the nose for that kind of quality!", "#kecl04#This thing I'm sellin' is way more of a bargain when you're lookin' for something's both <adj0> and <adj2>. Won't you buy it for <price>?", ]); descriptions.plural([ "#kecl05#Oh yeah! When people are shopping for somethin' <adj0>, they're usually thinking like... <a noun00>, or maybe <a noun01>.", "#kecl02#But I can tell, you? You know <adj0>. You're a connoisseur of <adj0>.", "#kecl03#If you want the most <adj0> you can get, you don't want <a noun01>, you want these <adjs> things!", "#kecl05#Besides, would you describe <a noun01> as <adj2>? Like, no way! I mean, well...", "#kecl06#Well maybe some of those high-end <nouns01>. But you'd pay through the nose for that kind of quality!", "#kecl04#These things I'm sellin' are way more of a bargain when you're lookin' for something's both <adj0> and <adj2>. Won't you buy 'em for <price>?", ]); descriptions.single([ "#kecl03#Oh yeah! Trust me, this is the <adjest0> thing money can buy.", "#kecl06#Other people might recommend, y'know, <a noun00> or <a noun01>. But this thing is so much <adjer1> than <a noun01>!", "#kecl05#I mean, if you stack this thing and <a noun01> up side by side, and you think about which one is <adjer1>, and <adjer0>...", "#kecl13#...It's like, it's just no contest! This <adjs> thing wins by a landslide. Get of here with that <nouns01> nonsense.", "#kecl06#I'd prove it to you, but I don't think Heracross has any <nouns01> in stock. ...So won't you buy this <adj0> thing for <price>?", ]); descriptions.plural([ "#kecl03#Oh yeah! Trust me, these are the <adjest0> things money can buy.", "#kecl06#Other people might recommend, y'know, <some nouns00> or <some nouns01>. But these things are so much <adjer1> than <some nouns01>!", "#kecl05#I mean, if you stack these things and <some nouns01> up side by side, and you think about which one is <adjer1>, and <adjer0>...", "#kecl13#...It's like, it's just no contest! These <adjs> things win by a landslide. Get of here with that <nouns01> nonsense.", "#kecl06#I'd prove it to you, but I don't think Heracross has any <nouns01> in stock. ...So won't you buy these <adj0> things for <price>?", ]); descriptions.single([ "#kecl03#<Adj0>? Oh, well if you're really serious about your <adj0> things, c'mon, who are you fooling!", "#kecl02#You really can't do any better than this here <adjs> thing, when it comes to <adj0>.", "#kecl08#I mean sure, you wanna go the cheap route, you could go with somethin else <adj0>... like eh, <some nouns00> or <a noun01>...", "#kecl06#...But when you get right down to it... you want <adj0> and <adj2>? ...AND <adj1>? I mean, <a noun01> ain't gonna cut it.", "#kecl05#<Adj0> sure, <adj2> maybe... but <adj1>? I don't know about you but I ain't never heard of no <adj1> <noun01>.", "#kecl03#So c'mon, who are you kidding? You need this <adjs> thing! It's only <price>... You wanna buy it, right?", ]); descriptions.plural([ "#kecl03#<Adj0>? Oh, well if you're really serious about your <adj0> things, c'mon, who are you fooling!", "#kecl02#You really can't do any better than these here <adjs> things, when it comes to <adj0>.", "#kecl08#I mean sure, you wanna go the cheap route, you could go with somethin else <adj0>... like eh, <some nouns00> or <a noun01>...", "#kecl06#...But when you get right down to it... you want <adj0> and <adj2>? ...AND <adj1>? I mean, <a noun01> ain't gonna cut it.", "#kecl05#<Adj0> sure, <adj2> maybe... but <adj1>? I don't know about you but I ain't never heard of no <adj1> <noun01>.", "#kecl03#So c'mon, who are you kidding? You need these <adjs> things! They're only <price>... You wanna buy 'em, right?", ]); descriptions.single([ "#kecl12#Okay, so lemme talk straight with you for a minute about <adj0>. 'Cause c'mon, you can go anywhere and get somethin' <adj0>.", "#kecl06#You go across the street, they're gonna try to hook you up with <a noun00>. They got <nouns00> up the yin-yang!", "#kecl05#And a lotta customers, y'know, maybe they'd be happy with that. But YOU my friend, you're somethin' else! I can tell.", "#kecl06#You're not down for your run-of-the-mill <noun00>, you want... some kinda <adj1> <noun00>, or <a adj2> <noun00>. Or maybe,", "#kecl02#Just MAYBE... you don't want <a noun00> at all! ...What you really want is, you want this here <adjs> thing.", "#kecl00#Isn't that right? I mean it's only <price>! And it's so <adj0>, I mean just look at it...", ]); descriptions.plural([ "#kecl12#Okay, so lemme talk straight with you for a minute about <adj0>. 'Cause c'mon, you can go anywhere and get somethin' <adj0>.", "#kecl06#You go across the street, they're gonna try to hook you up with <some nouns00>. They got <nouns00> up the yin-yang!", "#kecl05#And a lotta customers, y'know, maybe they'd be happy with those. But YOU my friend, you're somethin' else! I can tell.", "#kecl06#You're not down for your run-of-the-mill <nouns00>, you want... some kinda <adj1> <nouns00>, or a bunch of <adj2> <nouns00>. Or maybe,", "#kecl02#Just MAYBE... you don't want <some nouns00> at all! ...What you really want is, you want these here <adjs> things.", "#kecl00#Isn't that right? I mean they're only <price>! And they're so <adj0>, I mean just look at 'em..." ]); descriptions.single([ "#kecl06#So lemme tell you about this thing. 'Cause if you want <adj0>, you know, you got your <nouns00>. Those are fine.", "#kecl04#And if you want <adj2>, you can get <some nouns20>. I'm a big fan of <nouns20> myself, don't get me wrong!", "#kecl06#But <nouns20> ain't gonna cut it when you're looking for somethin' <adj0>! So if you want something that's <adj0> AND <adj2>...", "#kecl03#I mean, bam! That's where this <adjs> thing comes in.", "#kecl05#It's got all your bases covered in a way that <nouns00> and <nouns20> just can't match.", "#kecl04#It's got your <adj0>, it's got your <adj2>, I mean heck it's even got your <adj1> so you can just throw any <nouns10> you got right in the garbage.", "#kecl02#You don't need <some nouns10> sittin' around once you got your <adjs> thing right here! So waddaya say? Only <price>!", ]); descriptions.plural([ "#kecl06#So lemme tell you about these things. 'Cause if you want <adj0>, you know, you got your <nouns00>. Those are fine.", "#kecl04#And if you want <adj2>, you can get <some nouns20>. I'm a big fan of <nouns20> myself, don't get me wrong!", "#kecl06#But <nouns20> ain't gonna cut it when you're looking for somethin' <adj0>! So if you want something that's <adj0> AND <adj2>...", "#kecl03#I mean, bam! That's where these <adjs> things come in.", "#kecl05#They got all your bases covered in a way that <nouns00> and <nouns20> just can't match.", "#kecl04#They got your <adj0>, they got your <adj2>, I mean heck they even got your <adj1> so you can just throw any <nouns10> you got right in the garbage.", "#kecl02#You don't need <some nouns10> sittin' around once you got your <adjs> things right here! So waddaya say? Only <price>!", ]); descriptions.single([ "#kecl05#So if you've tried <a noun00> before, and you've thought maybe that was a little TOO <adj0>...", "#kecl04#Y'know, maybe this <adjs> thing is more your speed. It's still got some <adjness0> to it-", "#kecl06#-but that <adjness0> is tempered with, eh, a little <adjness1>. A little <adjness2>.", "#kecl05#Now, not as <adj0>! Not as <adj0> mind you. But sometimes you don't need all that <adjness0>, if you know what I'm sayin.", "#kecl10#Sometimes <a noun00> or <a noun01> can be a little too <adj0>! Even for me.", "#kecl04#So whaddaya say, can I interest you in this <adjs> thing for <price>?" ]); descriptions.plural([ "#kecl05#So if you've tried <nouns00> before, and you've thought maybe those were a little TOO <adj0>...", "#kecl04#Y'know, maybe these <adjs> things are more your speed. They've still got some <adjness0> to 'em-", "#kecl06#-but that <adjness0> is tempered with, eh, a little <adjness1>. A little <adjness2>.", "#kecl05#Now, not as <adj0>! Not as <adj0> mind you. But sometimes you don't need all that <adjness0>, if you know what I'm sayin.", "#kecl10#Sometimes <some nouns00> or <some nouns01> can be a little too <adj0>! Even for me.", "#kecl04#So whaddaya say, can I interest you in these <adjs> things for <price>?" ]); descriptions.single([ "#kecl04#So you know, you've got your <nouns10>, you've got your <nouns00>, and you know. You think you've seen it all...", "#kecl06#But hold up a second, 'cause what's this thing here? It's somethin' you've never seen in your life!", "#kecl03#Why it's your brand new... <adj0>... <adj1> <adj2> thing! Wow!", "#kecl05#I mean it's like all the <adjness1> of <a noun10>... and the <adjness0> of <a noun00>... put together!", "#kecl07#It's like... some crazy <nouns10> that are also <adj0>? And whoa! Did I mention it's <adj2>? Get outta here!", "#kecl04#I mean c'mon! You'd be crazy not to buy this <adjs> thing for <price>. Waddaya say?", ]); descriptions.plural([ "#kecl04#So you know, you've got your <nouns10>, you've got your <nouns00>, and you know. You think you've seen it all...", "#kecl06#But hold up a second, 'cause what are these things here? They're somethin' you've never seen in your life!", "#kecl03#Why they're your brand new... <adj0>... <adj1> <adj2> things! Wow!", "#kecl05#I mean they got all the <adjness1> of <nouns10>... and the <adjness0> of <nouns00>... put together!", "#kecl07#They're like... some crazy <nouns10> that are also <adj0>? And whoa! Did I mention it's <adj2>? Get outta here!", "#kecl04#I mean c'mon! You'd be crazy not to buy these <adjs> things for <price>. Waddaya say?", ]); descriptions.single([ "#kecl06#You have no idea, people have really been cleaning this store out of anything remotely <adj0> lately. Just look around! You see anything <adj0> here?", "#kecl10#We used to have all sorts of, you know, <nouns00> and <nouns01> around here. But not anymore!", "#kecl07#People were linin' up outside, we sold out of <nouns02> in like five minutes. It's crazy how popular this <adj0> stuff is.", "#kecl04#That said, we JUST got this item in today, it's brand new. I don't know how long it's gonna stay on the shelves at this price!", "#kecl05#Waddaya say, you want it? All the <adjness0> of <a noun02> for a mere <price>? It's a bargain at twice that!" ]); descriptions.plural([ "#kecl06#You have no idea, people have really been cleaning this store out of anything remotely <adj0> lately. Just look around! You see anything <adj0> here?", "#kecl10#We used to have all sorts of, you know, <nouns00> and <nouns01> around here. But not anymore!", "#kecl07#People were linin' up outside, we sold out of <nouns02> in like five minutes. It's crazy how popular this <adj0> stuff is.", "#kecl04#That said, we JUST got these items in today, they're brand new. I don't know how long they're gonna stay on the shelves at this price!", "#kecl05#Waddaya say, you want 'em? All the <adjness0> of <some nouns02> for a mere <price>? They're a bargain at twice that!" ]); descriptions.single([ "#kecl06#So you might be wonderin' to yourself, how can somethin' be <adj0>... and <adj1>... and also <adj2>?", "#kecl04#Like <adj1> and <adj2>, sure. Maybe you've seen <some nouns20> that were sorta <adj1>.", "#kecl05#Y'know, like maybe not ALL the way <adj1>, but at least kinda <adj1> by <noun20> standards.", "#kecl10#As for <adj0> and <adj2>? Sure, we all remember that one <adj0> <noun21> incident from way back.", "#kecl02#But <adj0>, <adj1> AND <adj2>? I mean, that's a trifecta that's very hard to obtain.", "#kecl03#However... this <adjs> thing can be yours for the low price of <price>! ...How can you say no?" ]); descriptions.plural([ "#kecl06#So you might be wonderin' to yourself, how can somethin' be <adj0>... and <adj1>... and also <adj2>?", "#kecl04#Like <adj1> and <adj2>, sure. Maybe you've seen <some nouns20> that were sorta <adj1>.", "#kecl05#Y'know, like maybe not ALL the way <adj1>, but at least kinda <adj1> by <noun20> standards.", "#kecl10#As for <adj0> and <adj2>? Sure, we all remember that one <adj0> <noun21> incident from way back.", "#kecl02#But <adj0>, <adj1> AND <adj2>? I mean, that's a trifecta that's very hard to obtain.", "#kecl03#However... these <adjs> things can be yours for the low price of <price>! ...How can you say no?" ]); descriptions.single([ "#kecl03#So I can tell you're a big fan of <nouns00>. I mean, who isn't, right?", "#kecl05#But if you're willing to sacrifice a little <adjness0>, this <adjs> thing has a lot to offer.", "#kecl08#Now I gotta tell you up front, it's not quite as <adj0> as <a noun00>.", "#kecl06#I mean, it's hard to get more <adj0> than <a noun00>. But if you're lookin' for <adj1> or <adj2>,", "#kecl02#Well this thing is <adj1> and <adj2> in a way that <nouns00> can't compare.", "#kecl06#Scientists have been tryin' to perfect the <adj2> <noun00> for years now, y'know-", "#kecl04#-and I don't think we're seein' a major breakthrough anytime soon.", "#kecl05#So waddaya say? It's no <noun00> but it's still pretty <adj0>! Did you want it for <price>?", ]); descriptions.plural([ "#kecl03#So I can tell you're a big fan of <nouns00>. I mean, who isn't, right?", "#kecl05#But if you're willing to sacrifice a little <adjness0>, these <adjs> things have a lot to offer.", "#kecl08#Now I gotta tell you up front, they're not quite as <adj0> as <a noun00>.", "#kecl06#I mean, it's hard to get more <adj0> than <a noun00>. But if you're lookin' for <adj1> or <adj2>,", "#kecl02#Well these things are <adj1> and <adj2> in a way that <nouns00> can't compare.", "#kecl06#Scientists have been tryin' to perfect the <adj2> <noun00> for years now, y'know-", "#kecl04#-and I don't think we're seein' a major breakthrough anytime soon.", "#kecl05#So waddaya say? They're no <nouns00> but they're still pretty <adj0>! Did you want 'em for <price>?", ]); descriptions.shuffle(); successfulPurchases.single(["#kecl03#Ayy, sweet! Enjoy your new uhh... thing!"]); successfulPurchases.plural(["#kecl03#Ayy, sweet! Enjoy your new uhh... things!"]); successfulPurchases.single(["#kecl03#Ayyyy look at me! I made a sale~"]); successfulPurchases.plural(["#kecl03#Ayyyy look at me! I made a sale~"]); successfulPurchases.single(["#kecl02#Ayy nice! Enjoy your new ehh... purchase! Yeah! Whatever the heck that thing is..."]); successfulPurchases.plural(["#kecl02#Ayy nice! Enjoy your new ehh... purchase! Yeah! Whatever the heck those things are..."]); successfulPurchases.single(["#kecl02#Whoa, another happy customer! I'm pretty good at this~"]); successfulPurchases.plural(["#kecl02#Whoa, another happy customer! I'm pretty good at this~"]); successfulPurchases.single(["#kecl03#Here you go! Enjoy your uhhh... yeah! Your thing!"]); successfulPurchases.plural(["#kecl03#Here you go! Enjoy your uhhh... yeah! Your things!"]); successfulPurchases.single([ "#kecl03#Whoa nice! So uhh, just gotta warn you there are no refunds on this particular thing.", "#kecl06#You know uhh, if this thing ends up bein' too <adj1> for you or somethin', that's on you. Buyer beware." ]); successfulPurchases.plural([ "#kecl03#Whoa nice! So uhh, just gotta warn you there are no refunds on these particular things.", "#kecl06#You know uhh, if these things end up bein' too <adj1> for you or somethin', that's on you. Buyer beware." ]); successfulPurchases.single(["#kecl03#Whoa, awesome! I just know you're gonna love your new <adjs> thing. Take care!"]); successfulPurchases.plural(["#kecl03#Whoa, awesome! I just know you're gonna love your new <adjs> things. Take care!"]); successfulPurchases.single(["#kecl02#There you go! Enjoy your new... thing!"]); successfulPurchases.plural(["#kecl02#There you go! Enjoy your new... things!"]); successfulPurchases.single(["#kecl03#Holy smokes I actually sold one. ...I knew Heracross picked the right lizard for the job!"]); successfulPurchases.plural(["#kecl03#Holy smokes I actually sold one. ...I knew Heracross picked the right lizard for the job!"]); successfulPurchases.single(["#kecl02#Ay thanks a lot buddy! You're doin' me a real favor here~"]); successfulPurchases.plural(["#kecl02#Ay thanks a lot buddy! You're doin' me a real favor here~"]); successfulPurchases.shuffle(); } static private function setAdjectives(itemIndex:Int, plural:Bool, adjectives:Array<Adjective>) { itemQualities[itemIndex] = new ItemQuality(plural, adjectives.copy()); FlxG.random.shuffle(itemQualities[itemIndex].adjectives); } public static function describe(item:ItemDatabase.ShopItem):Array<Array<Object>> { if (descriptionCache.get(item) == null) { var tree:Array<Array<Object>> = []; descriptionCache[item] = tree; var itemIndex:Int = item.getItemType().index; var itemPrice:Int = item.getPrice(); if (itemQualities[itemIndex] == null) { // no description... } else { var intro:Array<String> = intros.getOne(itemQualities[itemIndex].plural); for (i in 0...intro.length) { tree[0 + i] = [intro[i]]; } var successfulPurchase:Array<String>; if (itemQualities[itemIndex].successfulPurchase == null) { successfulPurchase = successfulPurchases.getOne(itemQualities[itemIndex].plural); } else { successfulPurchase = itemQualities[itemIndex].successfulPurchase; } for (i in 0...successfulPurchase.length) { tree[100 + i] = [successfulPurchase[i]]; } tree[300] = ["...<Adj0>?"]; var description:Array<String> = descriptions.getOne(itemQualities[itemIndex].plural); for (i in 0...description.length) { tree[301 + i] = [description[i]]; } var adjs:Array<Adjective> = itemQualities[itemIndex].adjectives; for (i in 0...tree.length) { if (tree[i] == null) { continue; } DialogTree.replace(tree, i, "<price>", moneyString(itemPrice)); DialogTree.replace(tree, i, "<adjs>", afterPipe(adjs[0].big) + " " + afterPipe(adjs[1].big) + " " + afterPipe(adjs[2].big)); DialogTree.replace(tree, i, "<Adjs>", capitalize(afterPipe(adjs[0].big) + " " + afterPipe(adjs[1].big) + " " + afterPipe(adjs[2].big))); DialogTree.replace(tree, i, "<a adjs>", bothPipe(adjs[0].big) + " " + afterPipe(adjs[1].big) + " " + afterPipe(adjs[2].big)); DialogTree.replace(tree, i, "<A adjs>", capitalize(bothPipe(adjs[0].big) + " " + afterPipe(adjs[1].big) + " " + afterPipe(adjs[2].big))); for (adjIndex in 0...3) { DialogTree.replace(tree, i, "<adjness" + adjIndex + ">", afterPipe(adjs[adjIndex].bigness)); DialogTree.replace(tree, i, "<Adjness" + adjIndex + ">", capitalize(afterPipe(adjs[adjIndex].bigness))); DialogTree.replace(tree, i, "<adj" + adjIndex + ">", afterPipe(adjs[adjIndex].big)); DialogTree.replace(tree, i, "<Adj" + adjIndex + ">", capitalize(afterPipe(adjs[adjIndex].big))); DialogTree.replace(tree, i, "<a adj" + adjIndex + ">", bothPipe(adjs[adjIndex].big)); DialogTree.replace(tree, i, "<A adj" + adjIndex + ">", capitalize(bothPipe(adjs[adjIndex].big))); DialogTree.replace(tree, i, "<adjer" + adjIndex + ">", afterPipe(adjs[adjIndex].bigger)); DialogTree.replace(tree, i, "<Adjer" + adjIndex + ">", capitalize(afterPipe(adjs[adjIndex].bigger))); DialogTree.replace(tree, i, "<a adjer" + adjIndex + ">", bothPipe(adjs[adjIndex].bigger)); DialogTree.replace(tree, i, "<A adjer" + adjIndex + ">", capitalize(bothPipe(adjs[adjIndex].bigger))); DialogTree.replace(tree, i, "<adjest" + adjIndex + ">", afterPipe(adjs[adjIndex].biggest)); DialogTree.replace(tree, i, "<Adjest" + adjIndex + ">", capitalize(afterPipe(adjs[adjIndex].biggest))); for (nounIndex in 0...3) { DialogTree.replace(tree, i, "<noun" + adjIndex + "" + nounIndex + ">", afterPipe(adjs[adjIndex].nouns[nounIndex].thing)); DialogTree.replace(tree, i, "<Noun" + adjIndex + "" + nounIndex + ">", capitalize(afterPipe(adjs[adjIndex].nouns[nounIndex].thing))); DialogTree.replace(tree, i, "<a noun" + adjIndex + "" + nounIndex + ">", bothPipe(adjs[adjIndex].nouns[nounIndex].thing)); DialogTree.replace(tree, i, "<A noun" + adjIndex + "" + nounIndex + ">", capitalize(bothPipe(adjs[adjIndex].nouns[nounIndex].thing))); DialogTree.replace(tree, i, "<nouns" + adjIndex + "" + nounIndex + ">", afterPipe(adjs[adjIndex].nouns[nounIndex].things)); DialogTree.replace(tree, i, "<Nouns" + adjIndex + "" + nounIndex + ">", capitalize(afterPipe(adjs[adjIndex].nouns[nounIndex].things))); DialogTree.replace(tree, i, "<some nouns" + adjIndex + "" + nounIndex + ">", bothPipe(adjs[adjIndex].nouns[nounIndex].things)); DialogTree.replace(tree, i, "<Some nouns" + adjIndex + "" + nounIndex + ">", capitalize(bothPipe(adjs[adjIndex].nouns[nounIndex].things))); } } } } } // return a copy; the recipient might mess with the dialog tree return descriptionCache[item].copy(); } } /** * The Adjective class provides a model for an adjective's forms; "crumbly", * "crumblier", "crumbliest", "crumbliness" */ class Adjective { public var big:String; public var bigger:String; public var biggest:String; public var bigness:String; public var nouns:Array<Noun> = []; public function new(big:String, bigger:String, biggest:String, bigness:String) { this.biggest = biggest; this.bigger = bigger; this.big = big; this.bigness = bigness; } public function addNoun(thing:String, things:String) { nouns.insert(FlxG.random.int(0, nouns.length), new Noun(thing, things)); } } /** * The Noun class provides a model for a noun's forms; "a rug", "some rugs" */ class Noun { public var thing:String; public var things:String; public function new(thing:String, things:String) { this.thing = thing; this.things = things; } } /** * The ItemQuality class provides a model for some quality of an item. * * For example, a flat object might be compared to other flat objects like * rugs, waffles and tortillas. All of those descriptors are stored in a * flat ItemQuality instance. */ class ItemQuality { public var adjectives:Array<Adjective>; public var plural:Bool; public var successfulPurchase:Array<String> = []; public function new(plural:Bool, adjectives:Array<Adjective>) { this.plural = plural; this.adjectives = adjectives; } } /** * A list of possible conversations about the store's current stock. */ class ConversationList { public var conversations:Array<Array<Array<String>>> = []; public function new() { } public function single(desc:Array<String>) { conversations.push([]); conversations[conversations.length - 1][0] = desc; conversations[conversations.length - 1][1] = desc; } public function plural(desc:Array<String>) { conversations[conversations.length - 1][1] = desc; } public function shuffle() { FlxG.random.shuffle(conversations); } public function getOne(plural:Bool):Array<String> { var next:Array<Array<String>> = conversations.splice(0, 1)[0]; conversations.push(next); return next[plural ? 1 : 0]; } }
argonvile/monster
source/BadItemDescriptions.hx
hx
unknown
51,498
package; import critter.Critter; import critter.EllipseCritterHolder; import flixel.FlxG; import flixel.FlxSprite; import flixel.util.FlxDestroyUtil; import flixel.util.FlxDestroyUtil.IFlxDestroyable; /** * BigCell is a big clue box used for the novice puzzles. */ class BigCell extends EllipseCritterHolder implements Cell.ICell { private var critterOffsetsX:Array<Float>; private var critterOffsetsY:Array<Float>; public var _assignedCritters:Array<Critter> = []; public var _frontSprite:FlxSprite; public var _clueIndex:Int; public function new(X:Float, Y:Float) { super(X, Y); _sprite.loadGraphic(AssetPaths.big_box_back__png, true, 120, 100); _sprite.setSize(98, 44); _sprite.offset.set(11, 51); _sprite.immovable = true; _frontSprite = new FlxSprite(X, Y + 32); _frontSprite.loadGraphic(AssetPaths.big_box_front__png, true, 120, 100); _frontSprite.setSize(_sprite.width, _sprite.height); _frontSprite.offset.set(_sprite.offset.x, _sprite.offset.y + 32); _frontSprite.immovable = true; _leashRadiusX = 28; _leashRadiusY = 14; _leashOffsetY = -1; /* * The bugs in these big boxes are prearranged in one of these * configurations. This ensures they don't overlap each other or the * walls of the cage in an ugly way */ critterOffsetsX = FlxG.random.getObject([ [22.1, 4.4, -18.5, -0.6, -12.9, 2.2], [8.1, 19.1, -21.6, -14.5, 6.8, 0], [24.8, -23.5, -2, 0.5, 3.7, -14], [24.9, -25.2, 13.3, 4.7, -3.6, -11.5], [ -20.5, 17, -2.6, 4.3, -0.9, -15.4], [ -16.3, 27, -11.5, 2.9, -5.4, -14.2], [21, -25, 13.5, 4.2, -4.1, -13.5], [ -23.6, 23.9, 3.8, -2.6, -3.1, 11.9], [23.3, -15.2, 7.8, -10.2, -2.9, 11.6], [ -21.3, 19.5, -10.3, -8.9, -5.6, 8.9], ]); critterOffsetsY = critterOffsetsX.splice(3, 3); } /** * Constrain a bug into the container * * @param critter The bug to contain * @param hard true if the bug should be abruptly snapped into place */ override public function leash(critter:Critter, hard:Bool = false) { var targetX:Float = getCritterOffsetX(critter) - critter._bodySprite.width / 2 + _sprite.x + _sprite.width / 2; var targetY:Float = getCritterOffsetY(critter) - critter._bodySprite.height / 2 + _sprite.y + _sprite.height / 2; if (hard) { critter.setPosition(targetX, targetY); critter.setImmovable(true); } else { critter.runTo(targetX, targetY); } } public function getCritterOffsetX(critter:Critter):Float { var index:Int = _assignedCritters.indexOf(critter); index = index == -1 ? _critters.indexOf(critter) : index; return critterOffsetsX[index]; } public function getCritterOffsetY(critter:Critter):Float { var index:Int = _assignedCritters.indexOf(critter); index = index == -1 ? _critters.indexOf(critter) : index; return critterOffsetsY[index]; } override public function destroy():Void { super.destroy(); critterOffsetsX = null; critterOffsetsY = null; _assignedCritters = null; _frontSprite = FlxDestroyUtil.destroy(_frontSprite); } public function open():Void { SoundStackingFix.play(AssetPaths.box_open_00cb__mp3); _sprite.animation.frameIndex = 0; _frontSprite.animation.frameIndex = 0; } public function close():Void { SoundStackingFix.play(AssetPaths.box_open_00cb__mp3); _sprite.animation.frameIndex = 1; _frontSprite.animation.frameIndex = 1; } public function isClosed():Bool { return _sprite.animation.frameIndex == 1; } public function getClueIndex():Int { return _clueIndex; } public function getFrontSprite():FlxSprite { return _frontSprite; } public function assignCritter(critter:Critter):Void { _assignedCritters.push(critter); } public function unassignCritter(critter:Critter):Void { _assignedCritters.remove(critter); } public function getAssignedCritters():Array<Critter> { return _assignedCritters; } }
argonvile/monster
source/BigCell.hx
hx
unknown
4,034
package; import flixel.FlxState; import flixel.math.FlxMath; /** * A string like "00101011010101011010101", with several utility functions */ class BinaryString { private static var CHECKSUM_INTS:Array<Int> = [ 608356525, 403119806, 600082856, 501903605, 395995676, 639983625, 520697153, 373011710, 481025613, 609081731, 423005485, 362660979, 736545212, 334902753, 172235946, 995274085, 518629176, 285694472, 421177161, 558665377, 324282222, 360158599, 878917102, 868418206, 481304371, 975617486, 284706427, 927526243, 861246474, 241390708, 689060809, 976999545, 989781527, 323910607, 635771485, 627673660, 112575133, 599103942, 422611191, 833680556, 246423091, 877687856, 440233940, 674718290, 769786302, 251938542, 558968770, 695034124, 588955750, 641879279, 772658258, 736177599, 680518529, 514691103, 897768422, 142764968, 745785222, 940625572, 745145654, 621274084, 576319507, 202006004, 956856885, 225397510, 908993516, 827097658, 824553838, 698243440, 287555233, 695171056, 611240526, 877537650, 816292354, 830244639, 966764077, 166510545, 544190140, 337634650, 438485562, 786330704, 164532512, 551752949, 258288608, 118631355, 581662189, 780678019, 183604061, 833274178, 256709138, 377882729, 782366535, 739375209, 337783228, 848717587, 478815886, 903176896, 466108725, 639641238, 486777548, 986302837, ]; private static var ALPHA_CODES:String = "3" + // 00000 "H" + // 00001 "G" + // 00010 "F" + // 00011 "R" + // 00100 "6" + // 00101 "8" + // 00110 "I" + // 00111 "Q" + // 01000 "W" + // 01001 "J" + // 01010 "5" + // 01011 "X" + // 01100 "T" + // 01101 "K" + // 01110 "Z" + // 01111 "A" + // 10000 "Y" + // 10001 "7" + // 10010 "O" + // 10011 "9" + // 10100 "4" + // 10101 "P" + // 10110 "D" + // 10111 "U" + // 11000 "C" + // 11001 "E" + // 11010 "S" + // 11011 "M" + // 11100 "N" + // 11101 "B" + // 11110 "L"; // 11111 public var s:String = ""; public function new() { } /** * Accept an alphanumeric string like "ABC" and convert it to a binary string like "01001" */ public static function fromAlphanumeric(alphaString:String):BinaryString { var s:String = ""; for (i in 0...alphaString.length) { var alphaIndex:Int = Std.int(FlxMath.bound(ALPHA_CODES.indexOf(alphaString.charAt(i)), 0, 31)); s += intToBinaryString(alphaIndex, 5); } var binaryString:BinaryString = new BinaryString(); binaryString.s = unshuffle(s); return binaryString; } public function writeInt(intToWrite:Int, binaryDigits:Int):Void { s += intToBinaryString(intToWrite, binaryDigits); } public function computeChecksum(digitsToRead:Int, digitsInChecksum:Int):Int { var checksum:Float = CHECKSUM_INTS[0]; for (i in 0...digitsToRead) { if (s.charAt(i) == "0") { checksum += CHECKSUM_INTS[i % CHECKSUM_INTS.length]; } else { checksum += CHECKSUM_INTS[(i + 17) % CHECKSUM_INTS.length]; } } return Std.int(Math.abs(checksum % Math.pow(2, digitsInChecksum))); } public function readInt(binaryDigits:Int):Int { if (s.length < binaryDigits) { throw "Cannot read " + binaryDigits + " digits from string <" + s + ">"; } var binarySubstring:String = s.substring(0, binaryDigits); s = s.substring(binaryDigits, s.length); return binaryStringToInt(binarySubstring); } public function ignore(binaryDigits:Int) { s = s.substr(binaryDigits); } private static function binaryStringToInt(s:String):Int { var result:Int = 0; while (s.length > 0) { result *= 2; if (s.charAt(0) == "1") { result += 1; } s = s.substring(1); } return result; } /** * Accept an int like "15" and convert it to a 5-digit binary string like "00111" */ private static function intToBinaryString(num:Int, binaryLength:Int):String { var numToWrite = Std.int(FlxMath.bound(num, 0, Math.pow(2, binaryLength) - 1)); var result:String = ""; for (i in 0...binaryLength) { result = (numToWrite % 2 == 1 ? "1" : "0") + result; numToWrite = Std.int(numToWrite / 2); } return result; } /** * Accept a string like "Abc def" and hash the current binary string with it. */ public function hash(string:String):Void { // first, compute the hash string to use for input... var hashString:String = string.toUpperCase(); // "0" and "O" become identical hash values, in case people confuse them hashString = StringTools.replace(hashString, "0", "A"); hashString = StringTools.replace(hashString, "O", "A"); // "1" and "I" become identical hash values, in case people confuse them hashString = StringTools.replace(hashString, "1", "B"); hashString = StringTools.replace(hashString, "I", "B"); // " " and "." don't get included in the hash; they're too subtle and might get overlooked hashString = StringTools.replace(hashString, " ", ""); hashString = StringTools.replace(hashString, ".", ""); var hashBinaryString:BinaryString = fromAlphanumeric(hashString); // avoid empty hash, and avoid hashes from appearing letter-for-letter in the resulting string hashBinaryString.s = "10" + hashBinaryString.s; // apply the hash string to our "s" value var s2:String = ""; for (i in 0...s.length) { if (hashBinaryString.s.charAt(i % hashBinaryString.s.length) == "1") { // invert value; 0 becomes 1, 1 becomes 0 s2 += s.charAt(i) == "0" ? "1" : "0"; } else { // preserve value; 0 stays as 0, 1 stays as 1 s2 += s.charAt(i); } } s = s2; } public function toString():String { return "BinaryString<" + s + ">"; } public function toAlphanumeric(stringLength:Int):String { var result:String = ""; var sTmp:String = s; while (sTmp.length < stringLength * 5) { sTmp = sTmp + "0"; } sTmp = shuffle(sTmp); for (i in 0...stringLength) { var binaryChar:String = sTmp.substring(0, 5); sTmp = sTmp.substring(5); binaryChar = binaryChar + "00000".substring(0, 5 - binaryChar.length); var binaryCharIndex:Int = binaryStringToInt(binaryChar); result += ALPHA_CODES.charAt(binaryCharIndex); } return result; } public static function shuffle(inStr:String):String { var str:String = inStr; str = oneShuffle(str, 2); str = oneShuffle(str, 3); str = oneShuffle(str, 5); return str; } private static function oneShuffle(inStr:String, parts:Int) { var strs:Array<String> = []; for (i in 0...parts) { strs[i] = ""; } for (i in 0...inStr.length) { var j:Int = i % parts; if (j % 2 == 0) { strs[j] = inStr.charAt(i) + strs[j]; } else { strs[j] = strs[j] + inStr.charAt(i); } } var result:String = ""; for (str in strs) { result += str; } return result; } public static function unshuffle(inStr:String):String { var str:String = inStr; str = oneUnshuffle(str, 5); str = oneUnshuffle(str, 3); str = oneUnshuffle(str, 2); return str; } private static function oneUnshuffle(inStr:String, parts:Int) { // divide string into n fragments... var strs:Array<String> = []; var l:Int = 0; var r:Int = 0; var leftover:Int = inStr.length % parts; for (i in 0...parts) { r += Std.int(inStr.length / parts); if (leftover > 0) { r++; leftover--; } strs[i] = inStr.substring(l, r); l = r; } // unjumble the n fragments into a different string var result:String = ""; for (i in 0...inStr.length) { var j:Int = i % parts; if (j % 2 == 0) { result += strs[j].charAt(strs[j].length - Std.int(i / parts) - 1); } else { result += strs[j].charAt(Std.int(i / parts)); } } return result; } public function pad(desiredBitCount:Int) { if (s.length > desiredBitCount) { throw "BinaryString length exceeds pad: " + s.length + " > " + desiredBitCount; } while (s.length < desiredBitCount) { s += "0"; } } }
argonvile/monster
source/BinaryString.hx
hx
unknown
8,229
package; import flixel.FlxG; import flixel.FlxSprite; import flixel.group.FlxGroup; import flixel.util.FlxColor; import flixel.util.FlxSpriteUtil; import openfl.display.BitmapData; import openfl.geom.ColorTransform; /** * An FlxGroup extension which renders all of its children, but masks them to * be black. Useful for shadowy effects, or covering things up */ class BlackGroup extends FlxGroup { // Buffer which this group is rendered to, prior to rendering it to the camera private var _groupBuffer:FlxSprite; public var _blackness:Float = 1.0; public function new() { super(); _groupBuffer = new FlxSprite(0, 0, new BitmapData(FlxG.camera.width, FlxG.camera.height, true, 0x00)); } private function _clearCameraBuffer():Void { FlxG.camera.fill(FlxColor.TRANSPARENT, false); } override public function draw():Void { FlxSpriteUtil.fill(_groupBuffer, FlxColor.TRANSPARENT); #if flash PixelFilterUtils.swapCameraBuffer(_groupBuffer); super.draw(); PixelFilterUtils.swapCameraBuffer(_groupBuffer); #else PixelFilterUtils.drawToBuffer(_groupBuffer, this); #end _groupBuffer.graphic.bitmap.colorTransform(_groupBuffer.graphic.bitmap.rect, new ColorTransform(1 - _blackness, 1 - _blackness, 1 - _blackness)); _groupBuffer.dirty = true; // draw groupBuffer to camera _groupBuffer.draw(); } }
argonvile/monster
source/BlackGroup.hx
hx
unknown
1,386
package; import flixel.FlxG; import flixel.FlxSprite; /** * A sprite which slowly moves up and down, creating a "breathing effect". */ class BouncySprite extends FlxSprite { public var _bouncePhase:Float; public var _bounceAmount:Int; public var _age:Float = 0; public var _bounceDuration:Float; public var _baseOffsetY:Float = 0; /** * Initializes a new BouncySprite which slowly moves up and down, creating * a "breathing effect". * * @param X x coordinate * @param Y y coordinate * @param BounceAmount number of pixels the sprite should move up and * down. For example a value of "4" will cause the sprite to move * up by 2 pixels, and down by 2 pixels * @param BounceDuration duration of a full cycle of bouncing, in * seconds. For example a value of "6" will cause the sprite to * move up for 3 seconds and down for 3 seconds * @param BouncePhase delay before this sprite starts bouncing. Useful * for synching the bounce before or after other sprites, so that * the Pokemon doesn't simply look like they're compressing and * expanding * @param Age how many seconds has this sprite already been bouncing for? * Useful when we want to reinitialize a Pokemon without making * them snap back to their original position */ public function new(X:Float, Y:Float, BounceAmount:Int, BounceDuration:Float, BouncePhase:Float, Age:Float=0) { super(X, Y); this._bounceDuration = BounceDuration; this._bounceAmount = BounceAmount; this._bouncePhase = BouncePhase; this._age = Age; adjustY(); } public function loadWindowGraphic(SimpleGraphic:Dynamic, Unique:Bool=false) { loadGraphic(SimpleGraphic, true, 356, 532, Unique); } /** * Synchronize this sprite with another BouncySprite, so that they're both * bouncing in synch * * @param Source the sprite to synchronize with */ public function synchronize(Source:BouncySprite):Void { _bouncePhase = Source._bouncePhase; _bounceAmount = Source._bounceAmount; _age = Source._age; _bounceDuration = Source._bounceDuration; _baseOffsetY = Source._baseOffsetY; y = Source.y; x = Source.x; } override public function update(elapsed:Float):Void { super.update(elapsed); _age += elapsed; adjustY(); } public function setBaseOffsetY(baseOffsetY:Float) { this._baseOffsetY = baseOffsetY; adjustY(); } public function adjustY() { var fudge:Float = _bounceAmount % 2 == 1 ? 0.5 : 0; offset.y = _baseOffsetY + Math.round(fudge + _bounceAmount * Math.sin((_age + _bouncePhase * _bounceDuration) * (2 * Math.PI / Math.max(_bounceDuration, 0.1))) / 2); } }
argonvile/monster
source/BouncySprite.hx
hx
unknown
2,754
package; import flixel.FlxG; import flixel.FlxSprite; import flixel.group.FlxGroup.FlxTypedGroup; import flixel.math.FlxMath; import flixel.system.FlxSound; import flixel.text.FlxText; import flixel.tweens.FlxTween; import flixel.util.FlxColor; import flixel.util.FlxDestroyUtil; import kludge.FlxSoundKludge; /** * The little HUD window in the bottom-left corner which shows how much money * the player has */ class CashWindow extends FlxTypedGroup<FlxSprite> { private var _cashWindow:FlxSprite; private var _cashWindowText:FlxText; private var _cashSymbol:FlxSprite; public var _currentAmount:Float; private var _cashSound:FlxSound; public var _autoHide:Bool = true; private var _hideTimer:Float; private var _cashYTween:FlxTween; private var _cashXTween:FlxTween; private var _shopText:Bool = false; public function new(Showing:Bool=false) { super(); _currentAmount = PlayerData.cash; _cashWindow = new FlxSprite(2, 2, AssetPaths.cash_hud__png); _cashWindow.x = Showing ? 2 : -_cashWindow.width; _cashWindow.y = FlxG.height - 2 - _cashWindow.height; add(_cashWindow); _cashWindowText = new FlxText(_cashWindow.x - 6, _cashWindow.y + _cashWindow.height / 2 - 14, _cashWindow.width - 8, "", 20); _cashWindowText.alignment = "center"; _cashWindowText.color = FlxColor.BLACK; _cashWindowText.font = AssetPaths.hardpixel__otf; add(_cashWindowText); _cashSymbol = new FlxSprite(0, _cashWindowText.y); _cashSymbol.loadGraphic(AssetPaths.cash_symbol__png, true, 30, 30); _cashSymbol.animation.add("play", [2, 3, 0, 1, 3, 1, 3, 0, 3, 2, 0, 3, 2, 1, 3, 1, 2, 0, 1, 0, 2, 0, 3, 2, 0, 3, 1, 0, 3, 0, 3, 2, 3, 0, 2, 0, 3, 0, 2, 0, 2, 1, 2, 1, 3, 0, 2, 3, 1, 3, 2, 0, 1, 3, 2, 3, 2, 1, 3, 1, 3, 0, 3, 1], 3); _cashSymbol.animation.play("play"); add(_cashSymbol); populateCashWindow(); } override public function update(elapsed:Float):Void { if (_currentAmount == PlayerData.cash) { _hideTimer -= elapsed; if (_autoHide && _hideTimer < 0 && _hideTimer + elapsed >= 0 && _cashWindow.x == 2) { _cashXTween = FlxTweenUtil.retween(_cashXTween, _cashWindow, { x: -_cashWindow.width }, 0.13); } if (_cashSound != null) { _cashSound.stop(); _cashSound = null; FlxSoundKludge.play(AssetPaths.cash_get_0037__mp3, 0.7); } } else if (Math.round(_currentAmount) == PlayerData.cash) { _currentAmount = PlayerData.cash; } else { _hideTimer = 1.0; var diff:Float = 8 * elapsed * (PlayerData.cash - _currentAmount); diff = diff > 0 ? FlxMath.bound(diff, 1, 23) : FlxMath.bound(diff, -23, -1); if (diff > 0) { if (_cashSound == null) { _cashSound = FlxG.sound.load(FlxSoundKludge.fixPath(AssetPaths.cash_accumulate_0065__mp3)); _cashSound.play(); } } _currentAmount += diff; populateCashWindow(); } super.update(elapsed); _cashWindowText.x = _cashWindow.x - 6; _cashWindowText.y = _cashWindow.y + _cashWindow.height / 2 - 14; _cashSymbol.x = _cashWindowText.x + 50 + _cashWindowText.textField.textWidth / 2; _cashSymbol.y = _cashWindowText.y; } function populateCashWindow() { _cashWindowText.text = formatCash(_currentAmount); } public static function formatCash(cash:Float):String { var result:String = Std.string(Math.round(FlxMath.bound(cash, 0, 999995))); if (result.length > 3) { result = result.substring(0, result.length - 3) + "," + result.substring(result.length - 3 ); } return result; } override public function destroy():Void { super.destroy(); _cashWindow = FlxDestroyUtil.destroy(_cashWindow); _cashWindowText = FlxDestroyUtil.destroy(_cashWindowText); _cashSymbol = FlxDestroyUtil.destroy(_cashSymbol); _cashSound = FlxDestroyUtil.destroy(_cashSound); _cashYTween = FlxTweenUtil.destroy(_cashYTween); _cashXTween = FlxTweenUtil.destroy(_cashXTween); } /** * The cash window is almost always in the very bottom-left corner of the * screen -- but when Heracross is talking to us in the shop, we slide the * window up so it doesn't overlap the dialog. * * @param shopText true if the CashWindow should be slid up a few pixels */ public function setShopText(shopText:Bool) { if (this._shopText == shopText) { return; } _cashYTween = FlxTweenUtil.retween(_cashYTween, _cashWindow, { y : shopText ? FlxG.height - 79 - _cashWindow.height : FlxG.height - 2 - _cashWindow.height }, 0.13); this._shopText = shopText; } public function show() { _cashXTween = FlxTweenUtil.retween(_cashXTween, _cashWindow, { x: 2 }, 0.13); } }
argonvile/monster
source/CashWindow.hx
hx
unknown
4,705