code
stringlengths 0
56.1M
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147
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package puzzle;
import flixel.FlxG;
import flixel.FlxState;
import flixel.text.FlxText;
import kludge.FlxSoundKludge;
/**
* An FlxState which shows a player's recent rank calculations and rank changes
*
* During development, my testers occasionally complained about their rank
* randomly changing. But those random rank changes mysteriously stopped
* happening, once I created a way to monitor them.
*/
class RankHistoryState extends FlxState
{
public function new()
{
super();
PlayerSave.flush();
if (PlayerData.rankHistoryLog.length == 0)
{
add(new FlxText(0, 0, 0, "-empty-"));
}
else
{
var x:Int = 0;
var y:Int = 0;
for (i in 0...PlayerData.rankHistoryLog.length)
{
add(new FlxText(x, y, 0, (i + 1) + ". " + PlayerData.rankHistoryLog[i]));
y += 10;
if (y > FlxG.height - 10)
{
y = 0;
x += 240;
}
}
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (FlxG.keys.firstJustPressed() != -1 || FlxG.mouse.justPressed)
{
FlxSoundKludge.play(AssetPaths.beep_0065__mp3);
FlxG.switchState(new MainMenuState());
}
}
}
|
argonvile/monster
|
source/puzzle/RankHistoryState.hx
|
hx
|
unknown
| 1,190 |
package puzzle;
import puzzle.RankTracker.RankChance;
/**
* Utility methods for evaluating a player's rank based on a single puzzle, and aggregating their rank over time.
*
* Rank is a number from 0-65. Higher ranks correlate to faster play.
* Rank 3 = Worst; solving the easiest 3-peg puzzles in about 3 minutes
* Rank 10 = Medium-Bad
* Rank 20 = Average
* Rank 30 = Good
* Rank 40 = Phenomenal
* Rank 50 = Best; solving a typical 5-peg puzzle in about 3 minutes
*
* Rank is aggregated by taking the most recent 8 solves, dropping the best one and the worst two, and averaging the remaining five.
* [31,15,44,45,45,46,27,41] -> [XX,XX,31,41,44,45,45,XX] -> Rank 42
*/
class RankTracker
{
/**
* Maximum time for ranking, in seconds. We never want to tell the player, "You can rank up if you solve this puzzle in 2 days, 6 hours and 20 seconds!"
*/
public static var MAX_TIME:Int = 59 * 60 + 59;
/**
* Minimum estimated time, in seconds, for a puzzle to be eligible for ranking. If a puzzle is too easy for you, then you can't increase your rank with it.
*/
public static inline var MIN_TIME:Int = 45;
public static inline var FINAL_MIN_TIME:Int = 25;
/**
* Array of qualifying "bandTimes" for each rank. RANKS[8] = bandTime necessary to reach rank 8.
*/
public static var RANKS:Array<Float> =
{
var tmpRanks:Array<Float> = [1.5];
// ranks 1-5: beginner ranks
for (rank in 0...5)
{
tmpRanks.insert(0, tmpRanks[0] / 0.65);
}
// rank 0: minimum rank
tmpRanks.insert(0, 1000000000);
// ranks 7-65: regular ranks
while (tmpRanks.length < 66)
{
tmpRanks.push(tmpRanks[tmpRanks.length - 1] * 0.95);
}
tmpRanks;
}
private var _puzzleState:PuzzleState;
private var _rankStart:Float = MmTools.time();
private var _rankTimer:Float = 0;
private var _now:Float = MmTools.time();
public var _oldRank:Int;
private var _rankChance:RankChance;
public function new(puzzleState:PuzzleState)
{
this._puzzleState = puzzleState;
_oldRank = computeAggregateRank();
var puzzleDifficulty:Int = _puzzleState._puzzle._difficulty;
// We append a '0' to their rank, and flush the save. This way a player can't savescum their way to a high rank
appendRankToHistory(0);
PlayerSave.flush();
appendRankHistoryLog();
}
public static function appendRankHistoryLog()
{
var str:String = DateTools.format(Date.now(), "%m-%d %H:%M " + computeAggregateRank() + " " + PlayerData.rankHistory);
PlayerData.rankHistoryLog.push(str);
PlayerData.rankHistoryLog.splice(0, PlayerData.rankHistoryLog.length - 100);
}
public static function computeAggregateRank(?rankHistory:Array<Int>):Int
{
if (rankHistory == null)
{
rankHistory = PlayerData.rankHistory;
}
var manipulatedRanks:Array<Int> = rankHistory.copy();
sort(manipulatedRanks);
var total:Int = sumMiddle(manipulatedRanks);
if (PlayerData.finalRankHistory != null)
{
// during final trial, we artificially inflate the rank further
for (finalRankItem in PlayerData.finalRankHistory)
{
total += finalRankItem;
}
}
return Std.int(Math.ceil(total / 5));
}
private static function sumMiddle(manipulatedRanks:Array<Int>)
{
var total:Int = 0;
for (rank in manipulatedRanks.slice(2, manipulatedRanks.length - 1))
{
total += rank;
}
return total;
}
/**
* @param bandTime The ratio of actual to expected time spent on a puzzle. If you spend 10 minutes to solve a 5-minute puzzle, the bandTime is 2.
*/
public static function computeRank(bandTime:Float)
{
var rank:Int = 0;
while (rank < RANKS.length - 1 && RANKS[rank + 1] >= bandTime)
{
rank++;
}
return rank;
}
/**
* @return The slowest someone can solve the specified puzzle while still getting the indicated rank
*/
public static function computeSlowestRankTime(rank:Int, puzzleDifficulty):Int
{
rank = Std.int(Math.max(rank, 0));
rank = Std.int(Math.min(rank, 65));
var time:Int = Std.int(Math.floor(RANKS[rank] * puzzleDifficulty));
return Std.int(Math.min(RankTracker.MAX_TIME, time));
}
/**
* @return The fastest someone can solve the specified puzzle while still getting the indicated rank
*/
public static function computeFastestRankTime(rank:Int, puzzleDifficulty:Float):Int
{
rank = Std.int(Math.max(rank, 0));
rank = Std.int(Math.min(rank, 64));
var time:Int = Std.int(Math.ceil(RANKS[rank + 1] * puzzleDifficulty));
return Std.int(Math.min(RankTracker.MAX_TIME, time));
}
public static function computeRankUpRank(?rankHistory:Array<Int>):Int
{
if (rankHistory == null)
{
rankHistory = PlayerData.rankHistory;
}
var manipulatedRanks:Array<Int> = rankHistory.copy();
var oldRank:Int = computeAggregateRank(rankHistory);
manipulatedRanks.splice(0, 1);
sort(manipulatedRanks);
var max:Int = manipulatedRanks[manipulatedRanks.length - 1];
var i:Int = oldRank * 5 + 1 - sumMiddle(manipulatedRanks);
return i > max ? -1 : i;
}
public static function computeRankDownRank(?rankHistory:Array<Int>):Int
{
if (rankHistory == null)
{
rankHistory = PlayerData.rankHistory;
}
var manipulatedRanks:Array<Int> = rankHistory.copy();
var oldRank:Int = computeAggregateRank(rankHistory);
manipulatedRanks.splice(0, 1);
sort(manipulatedRanks);
var min:Int = manipulatedRanks[1];
var i:Int = (oldRank - 1) * 5 - sumMiddle(manipulatedRanks);
return i < min ? -1 : i;
}
public static function computeMaxRank(puzzleDifficulty:Int):Int
{
var i = 65;
while (i > 0)
{
if (RANKS[i] * puzzleDifficulty >= MIN_TIME)
{
return i;
}
i--;
}
return 0;
}
public static function computeRankChance(puzzleDifficulty:Int):RankChance
{
var manipulatedRanks:Array<Int> = PlayerData.rankHistory.copy();
sort(manipulatedRanks);
var rankChance:RankChance = {eligible:false};
if (computeSlowestRankTime(manipulatedRanks[2] + 1, puzzleDifficulty) < MIN_TIME)
{
}
else {
rankChance.eligible = true;
var rankUpRank:Int = computeRankUpRank(PlayerData.rankHistory);
if (rankUpRank != -1)
{
var targetTime:Int = computeSlowestRankTime(rankUpRank, puzzleDifficulty);
if (targetTime < MIN_TIME)
{
// can't rank up; puzzle is too easy
}
else
{
rankChance.rankUpTime = targetTime;
}
}
var rankDownRank:Int = computeRankDownRank(PlayerData.rankHistory);
if (rankDownRank != -1)
{
var targetTime:Int = computeFastestRankTime(rankDownRank + 1, puzzleDifficulty);
if (targetTime < MIN_TIME)
{
// can't rank down; puzzle is too easy. so, we don't let them rank up either.
rankChance.eligible = false;
rankChance.rankUpTime = null;
}
else
{
rankChance.rankDownTime = targetTime;
}
}
else if (rankChance.rankUpTime == null)
{
// their rank can't change. we report this as a very easy "defend rank", and try to increase their rank history volatility
rankChance.rankDownTime = MAX_TIME;
}
}
return rankChance;
}
public static function appendRankToHistory(level:Null<Int>)
{
PlayerData.rankHistory.splice(0, 1);
PlayerData.rankHistory.push(level);
}
/**
* It's possible for someone to do only easy puzzles, which always give you rank 9 if you complete them under 45 seconds.
* So, if they did this for a long time, their ranks would look like "9, 9, 9, 9, 9, 9, 9, 9...."
*
* This would be discouraging when they eventually move to harder puzzles, and they can't rank up immediately.
* So, if someone's rank history gets to where it's this consistent, then we'll append extreme ranks like 65
* and 0 so that their rank remains volatile.
*/
public static function increaseRankVolatility(puzzleDifficulty:Int)
{
if (isStaleRankChance(computeRankChance(puzzleDifficulty)))
{
appendRankToHistory(65);
}
if (isStaleRankChance(computeRankChance(puzzleDifficulty)))
{
appendRankToHistory(0);
}
if (isStaleRankChance(computeRankChance(puzzleDifficulty)))
{
appendRankToHistory(0);
}
appendRankHistoryLog();
}
public static function isStaleRankChance(rankChance:RankChance)
{
return rankChance.eligible && rankChance.rankUpTime == null && rankChance.rankDownTime == RankTracker.MAX_TIME;
}
private static function sort(arr:Array<Dynamic>)
{
arr.sort(function(a:Dynamic, b:Dynamic)
{
if (a < b)
{
return -1;
}
else if (a > b)
{
return 1;
}
else
{
return 0;
}
});
}
public function update(elapsed:Float)
{
var newNow:Float = MmTools.time();
if (newNow < _now)
{
_rankStart -= (_now - newNow);
}
_now = newNow;
}
public function start()
{
_rankStart = MmTools.time();
_rankTimer = 0;
}
public function getSecondsTaken(minTime:Float = MIN_TIME):Float
{
var secondsTaken:Float = Math.max((_now - _rankStart) / 1000, _rankTimer);
return Math.max(secondsTaken, minTime);
}
public function stop():Void
{
var secondsTaken = getSecondsTaken();
var puzzleDifficulty:Int = _puzzleState._puzzle._difficulty;
var bandTime:Float = Std.int(secondsTaken) / puzzleDifficulty;
PlayerData.rankHistory[7] = computeRank(bandTime);
appendRankHistoryLog();
}
public function penalize():Void
{
_rankTimer = 24 * 60 * 60; // twenty-four hours
}
}
typedef RankChance =
{
eligible:Bool,
?rankUpTime:Int,
?rankDownTime:Int
}
|
argonvile/monster
|
source/puzzle/RankTracker.hx
|
hx
|
unknown
| 9,658 |
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#*.doc diff=astextplain
#*.DOC diff=astextplain
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#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain
|
Starscream/rimworld
|
.gitattributes
|
Git
|
unknown
| 2,518 |
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[Ll]og/
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.vs/
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dlldata.c
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/Defs/AnimationDefs/Animations_SexToys.xml
|
Starscream/rimworld
|
.gitignore
|
Git
|
unknown
| 6,362 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Dog_Doggystyle</defName>
<label>dog doggystyle</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>VaginalBreeding</li>
<li>AnalBreeding</li>
</interactionDefTypes>
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<li>
<defNames>
<li>Human</li>
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<isFucked>true</isFucked>
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<li>
<defNames>
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<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>
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</defNames>
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<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>
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<!--Receiving Human-->
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<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
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<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Dog-->
<tickDuration>8</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle> <!--Dogs don't have separate head meshes-->
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing> <!--Dogs don't have separate head meshes-->
<headBob>0</headBob>
</li>
<li>
<tickDuration>8</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Knot</stageName>
<isLooping>False</isLooping>
<playTimeTicks>71</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<quiver>true</quiver>
<tickDuration>60</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>53.7</bodyAngle>
<headAngle>28.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>51.7</bodyAngle>
<headAngle>33.4</headAngle>
<bodyOffsetX>0.098</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Dog-->
<tickDuration>60</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>4</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-41.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.383</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>600</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>40</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>57.7</bodyAngle>
<headAngle>28.4</headAngle>
<bodyOffsetX>0.073</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<!--Dog-->
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>Horse_Cowgirl</defName>
<label>HorseCowgirl</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>RequestVaginalBreeding</li>
<li>RequestAnalBreeding</li>
</interactionDefTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Horse</li>
</defNames>
<bodyDefTypes>
<li>QuadrupedAnimalWithHooves</li>
</bodyDefTypes>
<isFucking>true</isFucking>
</li>
</actors>
<animationStages>
<li>
<stageName>Insertion</stageName>
<isLooping>false</isLooping>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>180</tickDuration>
<bodyAngle>-24.337</bodyAngle>
<headAngle>-37.1218948</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.698042035</bodyOffsetZ>
<bodyOffsetX>-0.20718734</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>70</tickDuration>
<bodyAngle>-2.54239845</bodyAngle>
<headAngle>7.31265259</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.606091142</bodyOffsetZ>
<bodyOffsetX>-0.045959726</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-4.84361649</bodyAngle>
<headAngle>-23.6405125</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.650456548</bodyOffsetZ>
<bodyOffsetX>-0.0570534021</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-35.01766</bodyAngle>
<headAngle>-26.3706665</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.455286169</bodyOffsetZ>
<bodyOffsetX>-0.3646413</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>250</tickDuration>
<bodyAngle>177.083145</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.256229281</bodyOffsetZ>
<bodyOffsetX>-0.362511069</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<soundEffect />
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>179.6811</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.267210543</bodyOffsetZ>
<bodyOffsetX>-0.3991253</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>SlowFuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1300</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>80</tickDuration>
<bodyAngle>-35.01766</bodyAngle>
<headAngle>-26.3706665</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.455286169</bodyOffsetZ>
<bodyOffsetX>-0.3646413</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>49</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-35.7418823</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-35.01766</bodyAngle>
<headAngle>-26.3706665</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.455286169</bodyOffsetZ>
<bodyOffsetX>-0.3646413</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Fuck</soundEffect>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>80</tickDuration>
<bodyAngle>179.6811</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.267210543</bodyOffsetZ>
<bodyOffsetX>-0.3991253</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>49</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>179.6811</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.267210543</bodyOffsetZ>
<bodyOffsetX>-0.3991253</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Transition</stageName>
<isLooping>false</isLooping>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>50</tickDuration>
<bodyAngle>-35.01766</bodyAngle>
<headAngle>-26.3706665</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.455286169</bodyOffsetZ>
<bodyOffsetX>-0.3646413</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Fuck</soundEffect>
</li>
<li>
<tickDuration>15</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-35.7418823</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>80</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.48456946</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>50</tickDuration>
<bodyAngle>179.6811</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.267210543</bodyOffsetZ>
<bodyOffsetX>-0.3991253</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>15</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>80</tickDuration>
<bodyAngle>175.467651</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.2123042</bodyOffsetZ>
<bodyOffsetX>-0.5309518</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<soundEffect>Fuck</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>FastFuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1260</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>24</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>24</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>24</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
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<li>
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<li>
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<soundEffect>Slimy</soundEffect>
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<li>
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<headFacing>3</headFacing>
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<li>
<tickDuration>1</tickDuration>
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<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
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<li>
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<bodyFacing>3</bodyFacing>
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<soundEffect>Slimy</soundEffect>
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<li>
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<li>
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<bodyFacing>3</bodyFacing>
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<soundEffect>Slimy</soundEffect>
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<li>
<tickDuration>10</tickDuration>
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<li>
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<li>
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<soundEffect>Slimy</soundEffect>
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<li>
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<bodyFacing>3</bodyFacing>
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<soundEffect>Slimy</soundEffect>
</li>
<li>
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<headFacing>3</headFacing>
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<li>
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<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>
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<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>
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<bodyOffsetZ>0.484569454</bodyOffsetZ>
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<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
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<bodyAngle>-49.8178673</bodyAngle>
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<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
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<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>
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<bodyOffsetX>-0.5309518</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<soundEffect>Fuck</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
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<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>
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<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>
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<headFacing>3</headFacing>
</li>
<li>
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<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
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<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>
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<bodyOffsetZ>-0.2123042</bodyOffsetZ>
<bodyOffsetX>-0.5309518</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
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</li>
<li>
<tickDuration>25</tickDuration>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
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<headAngle>0</headAngle>
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<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>
|
Starscream/rimworld
|
1.2/Defs/AnimationDefs/Animations_Beast.xml
|
XML
|
unknown
| 83,676 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Tribadism</defName>
<label>scissoring</label>
<sounds>true</sounds>
<sexTypes>
<li>Scissoring</li>
</sexTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<requiredGenitals>
<li>Vagina</li>
</requiredGenitals>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<initiator>true</initiator>
<requiredGenitals>
<li>Vagina</li>
</requiredGenitals>
</li>
</actors>
<animationStages>
<li>
<stageName>Tribbing</stageName>
<isLooping>true</isLooping>
<playTimeTicks>992</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<!--Passive female left-->
<tickDuration>20</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-79.56</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-81.53</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Active female right-->
<tickDuration>20</tickDuration>
<bodyAngle>9.97</bodyAngle>
<headAngle>-7.61</headAngle>
<bodyOffsetX>0.444</bodyOffsetX>
<bodyOffsetZ>0.368</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>23.82</bodyAngle>
<headAngle>-6.90</headAngle>
<bodyOffsetX>0.432</bodyOffsetX>
<bodyOffsetZ>0.403</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>5.19</bodyAngle>
<headAngle>-6.19</headAngle>
<bodyOffsetX>0.442</bodyOffsetX>
<bodyOffsetZ>0.388</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>9.97</bodyAngle>
<headAngle>-7.61</headAngle>
<bodyOffsetX>0.444</bodyOffsetX>
<bodyOffsetZ>0.368</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>TribadismFast</stageName>
<isLooping>true</isLooping>
<playTimeTicks>682</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
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<li>
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<bodyFacing>2</bodyFacing>
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</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
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<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>
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<li>
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<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
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</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
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<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
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<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>
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</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
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<bodyFacing>2</bodyFacing>
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<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
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<bodyOffsetX>-0.219</bodyOffsetX>
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<bodyFacing>2</bodyFacing>
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<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>
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<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
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<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>
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<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>
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<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
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<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>
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<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-77.66</headAngle>
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<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
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</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
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<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
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<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>
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<li>
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<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
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<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
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<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
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<li>
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<li>
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<li>
<soundEffect>Slimy</soundEffect>
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<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
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</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
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<li>
<soundEffect>Slimy</soundEffect>
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<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
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<li>
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<li>
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<li>
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</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Active female right-->
<tickDuration>10</tickDuration>
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<li>
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<li>
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<li>
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</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>
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<li>
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<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
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</li>
<li>
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<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>
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<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
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<li>
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<li>
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<li>
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<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>
|
Starscream/rimworld
|
1.2/Defs/AnimationDefs/Animations_Lesbian.xml
|
XML
|
unknown
| 69,527 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
<rjw.AnimationDef>
Todo: tell Ed to uncomment start() and end() in jobdrivers
</rjw.AnimationDef>
-->
</Defs>
|
Starscream/rimworld
|
1.2/Defs/AnimationDefs/Animations_Masturbate.xml
|
XML
|
unknown
| 181 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Double_Penetration</defName>
<label>double penetration</label>
<sounds>true</sounds>
<sexTypes>
<li>DoublePenetration</li>
</sexTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<controlGenitalAngle>true</controlGenitalAngle>
<isFucking>true</isFucking>
<initiator>true</initiator>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<controlGenitalAngle>true</controlGenitalAngle>
<isFucking>true</isFucking>
<initiator>true</initiator>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow</stageName>
<isLooping>true</isLooping>
<playTimeTicks>976</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Female Pawn-->
<keyframes>
<li>
<tickDuration>25</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>48.1</bodyAngle>
<headAngle>16.3</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.188</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Male Pawn Right (blow)-->
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>-10</genitalAngle>
<tickDuration>30</tickDuration>
<bodyAngle>12</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>12</bodyAngle>
<headAngle>-15.1</headAngle>
<bodyOffsetX>0.729</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>-10</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>12</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Male Pawn Left (fuck)-->
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>43</genitalAngle>
<tickDuration>27</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Fuck</soundEffect>
<tickDuration>33</tickDuration>
<bodyAngle>-6.7</bodyAngle>
<headAngle>14.1</headAngle>
<bodyOffsetX>-0.53</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>43</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Face_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>650</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Female Pawn-->
<keyframes>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>60.7</bodyAngle>
<headAngle>5.6</headAngle>
<bodyOffsetX>0.025</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.08</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Male Pawn Right (blow)-->
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>-10</genitalAngle>
<tickDuration>13</tickDuration>
<bodyAngle>12</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>2</bodyAngle>
<headAngle>-15.1</headAngle>
<bodyOffsetX>0.729</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>-10</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>12</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Male Pawn Left (fuck)-->
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>43</genitalAngle>
<tickDuration>13</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Fuck</soundEffect>
<tickDuration>12</tickDuration>
<bodyAngle>-6.7</bodyAngle>
<headAngle>14.1</headAngle>
<bodyOffsetX>-0.53</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>43</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>392</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Female Pawn-->
<keyframes>
<li>
<tickDuration>9</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>60.7</bodyAngle>
<headAngle>5.6</headAngle>
<bodyOffsetX>0.025</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.056</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>9</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>60.7</bodyAngle>
<headAngle>5.6</headAngle>
<bodyOffsetX>0.025</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.056</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>9</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>120</tickDuration>
<bodyAngle>60.7</bodyAngle>
<headAngle>5.6</headAngle>
<bodyOffsetX>0.025</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.056</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>62.7</bodyAngle>
<headAngle>0.2</headAngle>
<bodyOffsetX>0.01</bodyOffsetX>
<bodyOffsetZ>0.118</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Male Pawn Right (blow)-->
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>-10</genitalAngle>
<tickDuration>9</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>-15.1</headAngle>
<bodyOffsetX>0.729</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>9</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>-15.1</headAngle>
<bodyOffsetX>0.729</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>9</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>120</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>-15.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>7</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>9</bodyAngle>
<headAngle>-14.1</headAngle>
<bodyOffsetX>0.674</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
<genitalAngle>-10</genitalAngle>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<!--Male Pawn Left (fuck)-->
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>43</genitalAngle>
<tickDuration>9</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Fuck</soundEffect>
<tickDuration>8</tickDuration>
<bodyAngle>-6.7</bodyAngle>
<headAngle>14.1</headAngle>
<bodyOffsetX>-0.53</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>9</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Fuck</soundEffect>
<tickDuration>8</tickDuration>
<bodyAngle>-6.7</bodyAngle>
<headAngle>14.1</headAngle>
<bodyOffsetX>-0.53</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>9</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Cum</soundEffect>
<tickDuration>120</tickDuration>
<bodyAngle>-6.7</bodyAngle>
<headAngle>14.1</headAngle>
<bodyOffsetX>-0.53</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>-6.7</bodyAngle>
<headAngle>-7</headAngle>
<bodyOffsetX>-0.53</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>43</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>8.7</bodyAngle>
<headAngle>15.1</headAngle>
<bodyOffsetX>-0.70</bodyOffsetX>
<bodyOffsetZ>0.378</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
</Defs>
|
Starscream/rimworld
|
1.2/Defs/AnimationDefs/Animations_Multi.xml
|
XML
|
unknown
| 24,358 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
<Rimworld_Animations.AnimationDef>
<defName>Missionary</defName>
<label>missionary</label>
<sounds>true</sounds>
<sexTypes>
<li>Vaginal</li>
<li>Anal</li>
</sexTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<bodyTypeOffset>
<Thin>(0.1, 0.1)</Thin>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucking>true</isFucking>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Insert</stageName>
<isLooping>false</isLooping>
<playTimeTicks>181</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>120</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-77.76135</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.00123929977</bodyOffsetZ>
<bodyOffsetX>-0.288235933</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-85.3898849</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0254950486</bodyOffsetZ>
<bodyOffsetX>-0.30147323</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-77.78256</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0254950486</bodyOffsetZ>
<bodyOffsetX>-0.30147323</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>120</tickDuration>
<bodyAngle>-8.415361</bodyAngle>
<headAngle>-24.7466831</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.275328381</bodyOffsetZ>
<bodyOffsetX>0.5114879</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>11.5036926</bodyAngle>
<headAngle>-10.2523956</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.226816757</bodyOffsetZ>
<bodyOffsetX>0.3989886</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>3.36438</bodyAngle>
<headAngle>-18.3917084</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.233432038</bodyOffsetZ>
<bodyOffsetX>0.4034014</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Breathing</stageName>
<isLooping>true</isLooping>
<playTimeTicks>182</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>45</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-77.78256</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0254950486</bodyOffsetZ>
<bodyOffsetX>-0.30147323</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>45</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-77.78256</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0254950486</bodyOffsetZ>
<bodyOffsetX>-0.33147323</bodyOffsetX>
<headBob>-0.03</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-77.78256</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0254950486</bodyOffsetZ>
<bodyOffsetX>-0.30147323</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>45</tickDuration>
<bodyAngle>3.36438</bodyAngle>
<headAngle>-18.3917084</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.233432038</bodyOffsetZ>
<bodyOffsetX>0.4034014</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>45</tickDuration>
<bodyAngle>3.36438</bodyAngle>
<headAngle>-18.3917084</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.273432038</bodyOffsetZ>
<bodyOffsetX>0.4034014</bodyOffsetX>
<headBob>-0.03</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>3.36438</bodyAngle>
<headAngle>-18.3917084</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.233432038</bodyOffsetZ>
<bodyOffsetX>0.4034014</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Slow_Fuck_Start</stageName>
<isLooping>true</isLooping>
<playTimeTicks></playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-77.78256</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0254950486</bodyOffsetZ>
<bodyOffsetX>-0.30147323</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-72.1512451</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.025494989</bodyOffsetZ>
<bodyOffsetX>-0.29485938</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>3.36438</bodyAngle>
<headAngle>-18.3917084</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.233432038</bodyOffsetZ>
<bodyOffsetX>0.4034014</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-5.439103</bodyAngle>
<headAngle>-18.591362</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.253895342</bodyOffsetZ>
<bodyOffsetX>0.5181109</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Slow_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1212</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-72.1512451</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.025494989</bodyOffsetZ>
<bodyOffsetX>-0.29485938</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>5</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-67.51352</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.025494989</bodyOffsetZ>
<bodyOffsetX>-0.279417485</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-67.51352</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.025494989</bodyOffsetZ>
<bodyOffsetX>-0.339417485</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-82.7437439</bodyAngle>
<headAngle>-72.1512451</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.025494989</bodyOffsetZ>
<bodyOffsetX>-0.29485938</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>-5.439103</bodyAngle>
<headAngle>-18.591362</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.253895342</bodyOffsetZ>
<bodyOffsetX>0.5181109</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>5</tickDuration>
<bodyAngle>12.3350525</bodyAngle>
<headAngle>-14.779211</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.2605105</bodyOffsetZ>
<bodyOffsetX>0.449729085</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Fuck</soundEffect>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>12.3350525</bodyAngle>
<headAngle>-14.779211</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.2605105</bodyOffsetZ>
<bodyOffsetX>0.389729085</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-5.439103</bodyAngle>
<headAngle>-18.591362</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.253895342</bodyOffsetZ>
<bodyOffsetX>0.5181109</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
-->
</Defs>
|
Starscream/rimworld
|
1.2/Defs/AnimationDefs/Animations_Vanilla2.xml
|
XML
|
unknown
| 14,224 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Doggystyle</defName>
<label>doggystyle</label>
<sounds>true</sounds>
<sexTypes>
<li>Vaginal</li>
<li>Anal</li>
</sexTypes>
<interactionDefTypes>
<li>AnalSex</li>
<li>AnalSexF</li>
<li>AnalRape</li>
<li>VaginalSex</li>
<li>VaginalSexF</li>
<li>VaginalRape</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<controlGenitalAngle>true</controlGenitalAngle>
<isFucking>true</isFucking>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>612</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<headBob>0</headBob>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<headBob>0</headBob>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>27</genitalAngle>
<headBob>0</headBob>
<tickDuration>10</tickDuration>
<bodyAngle>16.6</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>3</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-17</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>5.4</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>16.6</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>3</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
<genitalAngle>27</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Fast_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>609</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>1</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<headAngle>4</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>1</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>27</genitalAngle>
<tickDuration>8</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-12</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>9</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
<genitalAngle>27</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>300</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Cum</soundEffect>
<tickDuration>100</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<headAngle>-1</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<quiver>true</quiver>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>35</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<headAngle>-14</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>27</genitalAngle>
<tickDuration>8</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>-8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>100</tickDuration>
<bodyAngle>-12</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>-9</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>-15</bodyAngle>
<bodyOffsetX>-0.227</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>-4</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>-8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
<genitalAngle>27</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>Blowjob</defName>
<label>blowjob</label>
<sounds>true</sounds>
<sexTypes>
<li>Oral</li>
<li>Fellatio</li>
</sexTypes>
<interactionDefTypes>
<li>Handjob</li>
<li>HandjobF</li>
<li>HandjobRape</li>
<li>HandjobRapeF</li>
<li>Breastjob</li>
<li>BreastjobF</li>
<li>BreastjobRape</li>
<li>BreastjobRapeF</li>
<li>Fellatio</li>
<li>FellatioF</li>
<li>FellatioRape</li>
<li>FellatioRapeF</li>
<li>Beakjob</li>
<li>BeakjobF</li>
<li>BeakjobRape</li>
<li>BeakjobRapeF</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<bodyTypeOffset>
<Hulk>(0, -0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucking>true</isFucking>
<controlGenitalAngle>true</controlGenitalAngle>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Suck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1140</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.16</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.15</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle></bodyAngle>
<headAngle>6</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.13</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>-4</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.12</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
<li>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.490</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.003</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Face_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>300</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>15</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.270</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>15</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
<li>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>600</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<soundEffect>Suck</soundEffect>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.008</headBob>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
<li>
<tickDuration>7</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.50</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.04</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>60</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>ReverseStandAndCarry</defName>
<label>reverse stand-and-carry</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>AnalSex</li>
<li>AnalSexF</li>
<li>AnalRape</li>
<li>VaginalSex</li>
<li>VaginalSexF</li>
<li>VaginalRape</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<initiator>true</initiator>
<isFucking>true</isFucking>
<controlGenitalAngle>true</controlGenitalAngle>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1080</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>29</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>30</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>29</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
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<!--Head turn -->
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</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>3</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>3</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>75</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>27</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>7</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>7</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>7</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Cum</soundEffect>
<tickDuration>75</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<tickDuration>27</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>Cowgirl</defName>
<label>cowgirl</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>AnalSex</li>
<li>AnalSexF</li>
<li>AnalRapeF</li>
<li>VaginalSex</li>
<li>VaginalSexF</li>
<li>VaginalRapeF</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucking>true</isFucking>
<controlGenitalAngle>true</controlGenitalAngle>
<bodyTypeOffset>
<Hulk>(0, -0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1340</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<!--Turning hips-->
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>-3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>-3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--Straight up and down-->
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.347</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.015</headBob>
<genitalAngle>-15</genitalAngle>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.331</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.03</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>15</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.347</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.015</headBob>
<genitalAngle>-15</genitalAngle>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.331</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.03</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>15</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Fast_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>780</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>594</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>45</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>40</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.534</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
</li>
<li>
<tickDuration>45</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
</Defs>
|
Starscream/rimworld
|
1.2/Defs/AnimationDefs/Animations_vanilla.xml
|
XML
|
unknown
| 102,109 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
<Rimworld_Animations.AnimationDef>
<defName></defName>
<label></label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
</li>
<li>
<defNames>
</defNames>
<bodyDefTypes>
<li>QuadrupedAnimalWithHooves</li>
<li>QuadrupedAnimalWithPawsAndTail</li>
</bodyDefTypes>
<isFucking>true</isFucking>
<initiator>true</initiator>
</li>
</actors>
<animationStages>
<li>
<stageName></stageName>
<isLooping></isLooping>
<playTimeTicks></playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes></keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes></keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
-->
</Defs>
|
Starscream/rimworld
|
1.2/Defs/AnimationDefs/TemplateAnimation.xml
|
XML
|
unknown
| 1,240 |
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<JobDef>
<defName>JoinInBedAnimation</defName>
<driverClass>Rimworld_Animations.JobDriver_SexCasualForAnimation</driverClass>
<reportString>joining someone in bed.</reportString>
<casualInterruptible>false</casualInterruptible>
</JobDef>
<JobDef>
<defName>GettinLovedAnimation</defName>
<driverClass>Rimworld_Animations.JobDriver_SexBaseRecieverLovedForAnimation</driverClass>
<reportString>lovin'.</reportString>
<casualInterruptible>false</casualInterruptible>
</JobDef>
</Defs>
|
Starscream/rimworld
|
1.2/Defs/JobDefs/Jobs_SexForAnim.xml
|
XML
|
unknown
| 572 |
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<MainButtonDef>
<defName>OffsetManager</defName>
<label>offset manager</label>
<description>Control pawn offsets</description>
<tabWindowClass>Rimworld_Animations.MainTabWindow_OffsetConfigure</tabWindowClass>
<order>54</order>
<buttonVisible>false</buttonVisible>
<iconPath>UI/MainTab</iconPath>
<minimized>true</minimized>
</MainButtonDef>
</Defs>
|
Starscream/rimworld
|
1.2/Defs/MainTabDefs/MainButtonDef.xml
|
XML
|
unknown
| 436 |
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<SoundDef>
<defName>Cum</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/cum</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>30</min>
<max>40</max>
</volumeRange>
<pitchRange>
<min>0.8</min>
<max>1.2</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Sex</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/kucyu04</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>16</min>
<max>16</max>
</volumeRange>
<pitchRange>
<min>0.8</min>
<max>1.2</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Suck</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_1</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_2</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_3</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_4</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_5</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_6</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_7</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_8</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_9</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_10</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>20</min>
<max>35</max>
</volumeRange>
<pitchRange>
<min>1.0</min>
<max>1.0</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<repeatMode>NeverTwice</repeatMode>
<sustainLoop>false</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Fuck</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_1</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_2</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_3</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_4</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_5</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_6</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_7</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_8</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>45</min>
<max>70</max>
</volumeRange>
<pitchRange>
<min>1.0</min>
<max>1.0</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<repeatMode>NeverTwice</repeatMode>
<sustainLoop>false</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Slimy</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy1</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy2</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy3</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy4</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy5</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>45</min>
<max>75</max>
</volumeRange>
<pitchRange>
<min>1.4</min>
<max>1.8</max>
</pitchRange>
<distRange>
<min>0</min>
<max>100</max>
</distRange>
<repeatMode>NeverTwice</repeatMode>
<sustainLoop>false</sustainLoop>
</li>
</subSounds>
</SoundDef>
</Defs>
|
Starscream/rimworld
|
1.2/Defs/SoundDefs/Sounds_Sex.xml
|
XML
|
unknown
| 5,651 |
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{BA766964-1716-422D-A09E-29426F8EB9D5}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Patch_HatsDisplaySelection</RootNamespace>
<AssemblyName>Patch_HatsDisplaySelection</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>false</DebugSymbols>
<DebugType>none</DebugType>
<Optimize>false</Optimize>
<OutputPath>1.2\Assemblies\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="HatDisplaySelection">
<HintPath>..\..\..\..\..\workshop\content\294100\1542291825\1.2\Assemblies\HatDisplaySelection.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Rimworld-Animations">
<HintPath>..\1.2\Assemblies\Rimworld-Animations.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Source\Patches\Patch_HatsDisplaySelection.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="1.2\Assemblies\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>
|
Starscream/rimworld
|
1.2/Patch_HatsDisplaySelection/Patch_HatsDisplaySelection.csproj
|
csproj
|
unknown
| 3,387 |
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Patch_HatsDisplaySelection")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Patch_HatsDisplaySelection")]
[assembly: AssemblyCopyright("Copyright © 2021")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("ba766964-1716-422d-a09e-29426f8eb9d5")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
|
Starscream/rimworld
|
1.2/Patch_HatsDisplaySelection/Properties/AssemblyInfo.cs
|
C#
|
unknown
| 1,423 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using HatDisplaySelection;
using Rimworld_Animations;
using UnityEngine;
using Verse;
namespace Patch_HatsDisplaySelection
{
[HarmonyBefore(new string[] { "velc.HatsDisplaySelection" })]
[HarmonyPatch(typeof(HatDisplaySelection.Patch), "Patch_PawnRenderer_RenderPawnInternal_Initialize")]
public class Patch_HatsDisplaySelectionInitialize
{
public static void Prefix(PawnRenderer __instance, ref Pawn ___pawn, ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing, ref Rot4 headFacing)
{
CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>();
bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
}
public static void Postfix(PawnRenderer __instance)
{
PawnGraphicSet graphics = __instance.graphics;
Pawn pawn = graphics.pawn;
CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
if (!graphics.AllResolved)
{
graphics.ResolveAllGraphics();
}
if (bodyAnim != null && bodyAnim.isAnimating && pawn.Map == Find.CurrentMap)
{
bodyAnim.tickGraphics(graphics);
}
}
}
}
|
Starscream/rimworld
|
1.2/Patch_HatsDisplaySelection/Source/Patches/Patch_HatsDisplaySelection.cs
|
C#
|
unknown
| 1,254 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef/comps</xpath>
<success>Always</success>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThingDef</xpath>
<value>
<comps />
</value>
</nomatch>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</li>
</operations>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.2/Patches/AnimationPatch_CompBodyAnimator.xml
|
XML
|
unknown
| 681 |
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>[NL] Facial Animation - WIP</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>RJW_Masturbate</li>
<li>GettinBred</li>
<li>Bestiality</li>
<li>BestialityForFemale</li>
<li>ViolateCorpse</li>
<li>Quickie</li>
<li>GettingQuickie</li>
<li>GettinRaped</li>
<li>JoinInBed</li>
<li>GettinLoved</li>
<li>GettinLicked</li>
<li>GettinSucked</li>
<li>WhoreIsServingVisitors</li>
<li>JoinInBedAnimation</li>
<li>GettinLovedAnimation</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="WaitCombat" or defName="Wait_Combat_Rare"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>RapeComfortPawn</li>
<li>RandomRape</li>
<li>RapeEnemy</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="StandAndBeSociallyActive"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>WhoreInvitingVisitors</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Wear" or defName="Wear2" or defName="Wear3"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>CleanSelf</li>
<li>StruggleInBondageGear</li>
</value>
</li>
<li Class="PatchOperationFindMod">
<mods>
<li>Rimworld-Animations</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[2]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[3]/headOffset</xpath>
<success>Always</success>
</li>
</operations>
</match>
</li>
</operations>
</match>
</Operation>
</Patch>
<!--
OLD PATCH
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>[NL] Facial Animation - WIP</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[2]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[3]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[4]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[5]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[6]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[7]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[8]/headOffset</xpath>
<success>Always</success>
</li>
</operations>
</match>
</Operation>
</Patch>
-->
|
Starscream/rimworld
|
1.2/Patches/CompatibilityPatch_FacialAnimation.xml
|
XML
|
unknown
| 5,010 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<!-- Patch for HCSK, to attach to differently written thingdefs -->
<Operation Class="PatchOperationFindMod">
<mods>
<li>Core SK</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationConditional">
<xpath>/Defs/Verse.ThingDef/comps</xpath>
<success>Always</success>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/Verse.ThingDef</xpath>
<value>
<comps />
</value>
</nomatch>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/Verse.ThingDef/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.2/Patches/CompatibilityPatch_HCSK.xml
|
XML
|
unknown
| 1,060 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Dog_Doggystyle</defName>
<label>dog doggystyle</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>VaginalBreeding</li>
<li>AnalBreeding</li>
</interactionDefTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
</li>
<li>
<defNames>
<li>Wolf_Timber</li>
<li>Wolf_Arctic</li>
<li>Whitefox</li>
<li>Warg</li>
<li>Husky</li>
<li>LabradorRetriever</li>
<!--Animals Expanded-->
<li>AEXP_WelshTerrier</li>
<li>AEXP_Rottweiler</li>
<li>AEXP_Poodle</li>
<li>AEXP_GreatDane</li>
<li>AEXP_GermanShepherd</li>
<li>AEXP_FrenchBulldog</li>
<li>AEXP_Corgi</li>
<li>AEXP_CatAbyssinian</li>
<li>AEXP_CatBengal</li>
<li>AEXP_CatMaineCoon</li>
<li>AEXP_CatSphynx</li>
</defNames>
<bodyDefTypes>
<li>QuadrupedAnimalWithHooves</li>
<li>QuadrupedAnimalWithPawsAndTail</li>
</bodyDefTypes>
<isFucking>true</isFucking>
<initiator>true</initiator>
</li>
</actors>
<animationStages>
<li>
<stageName>Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>765</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Dog-->
<tickDuration>8</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle> <!--Dogs don't have separate head meshes-->
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing> <!--Dogs don't have separate head meshes-->
<headBob>0</headBob>
</li>
<li>
<tickDuration>8</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Knot</stageName>
<isLooping>False</isLooping>
<playTimeTicks>71</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<quiver>true</quiver>
<tickDuration>60</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>53.7</bodyAngle>
<headAngle>28.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>51.7</bodyAngle>
<headAngle>33.4</headAngle>
<bodyOffsetX>0.098</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Dog-->
<tickDuration>60</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>4</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-41.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.383</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>600</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>40</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>57.7</bodyAngle>
<headAngle>28.4</headAngle>
<bodyOffsetX>0.073</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<!--Dog-->
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>Horse_Cowgirl</defName>
<label>HorseCowgirl</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>RequestVaginalBreeding</li>
<li>RequestAnalBreeding</li>
</interactionDefTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Horse</li>
</defNames>
<bodyDefTypes>
<li>QuadrupedAnimalWithHooves</li>
</bodyDefTypes>
<isFucking>true</isFucking>
</li>
</actors>
<animationStages>
<li>
<stageName>Insertion</stageName>
<isLooping>false</isLooping>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>180</tickDuration>
<bodyAngle>-24.337</bodyAngle>
<headAngle>-37.1218948</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.698042035</bodyOffsetZ>
<bodyOffsetX>-0.20718734</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>70</tickDuration>
<bodyAngle>-2.54239845</bodyAngle>
<headAngle>7.31265259</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.606091142</bodyOffsetZ>
<bodyOffsetX>-0.045959726</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-4.84361649</bodyAngle>
<headAngle>-23.6405125</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.650456548</bodyOffsetZ>
<bodyOffsetX>-0.0570534021</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-35.01766</bodyAngle>
<headAngle>-26.3706665</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.455286169</bodyOffsetZ>
<bodyOffsetX>-0.3646413</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>250</tickDuration>
<bodyAngle>177.083145</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.256229281</bodyOffsetZ>
<bodyOffsetX>-0.362511069</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<soundEffect />
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>179.6811</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.267210543</bodyOffsetZ>
<bodyOffsetX>-0.3991253</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>SlowFuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1300</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>80</tickDuration>
<bodyAngle>-35.01766</bodyAngle>
<headAngle>-26.3706665</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.455286169</bodyOffsetZ>
<bodyOffsetX>-0.3646413</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>49</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-35.7418823</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-35.01766</bodyAngle>
<headAngle>-26.3706665</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.455286169</bodyOffsetZ>
<bodyOffsetX>-0.3646413</bodyOffsetX>
<headBob>0</headBob>
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<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>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/Animations_Beast.xml
|
XML
|
unknown
| 83,676 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Tribadism</defName>
<label>scissoring</label>
<sounds>true</sounds>
<sexTypes>
<li>Scissoring</li>
</sexTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<requiredGenitals>
<li>Vagina</li>
</requiredGenitals>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<initiator>true</initiator>
<requiredGenitals>
<li>Vagina</li>
</requiredGenitals>
</li>
</actors>
<animationStages>
<li>
<stageName>Tribbing</stageName>
<isLooping>true</isLooping>
<playTimeTicks>992</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<!--Passive female left-->
<tickDuration>20</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-79.56</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-81.53</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Active female right-->
<tickDuration>20</tickDuration>
<bodyAngle>9.97</bodyAngle>
<headAngle>-7.61</headAngle>
<bodyOffsetX>0.444</bodyOffsetX>
<bodyOffsetZ>0.368</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>23.82</bodyAngle>
<headAngle>-6.90</headAngle>
<bodyOffsetX>0.432</bodyOffsetX>
<bodyOffsetZ>0.403</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>5.19</bodyAngle>
<headAngle>-6.19</headAngle>
<bodyOffsetX>0.442</bodyOffsetX>
<bodyOffsetZ>0.388</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>9.97</bodyAngle>
<headAngle>-7.61</headAngle>
<bodyOffsetX>0.444</bodyOffsetX>
<bodyOffsetZ>0.368</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>TribadismFast</stageName>
<isLooping>true</isLooping>
<playTimeTicks>682</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-79.56</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-81.53</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-79.56</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-81.53</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-79.56</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-81.53</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-79.56</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-81.53</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-77.66</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-77.74</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-77.66</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-77.74</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-77.66</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-77.74</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-77.66</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-77.74</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-77.66</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-77.74</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--head turn-->
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-77.66</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-77.74</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-73.04</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<!--Passive female left-->
<tickDuration>10</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-79.56</bodyAngle>
<headAngle>-79.56</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.082</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-81.53</bodyAngle>
<headAngle>-81.53</headAngle>
<bodyOffsetX>-0.219</bodyOffsetX>
<bodyOffsetZ>0.07</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Slimy</soundEffect>
<tickDuration>1</tickDuration>
<bodyAngle>-81.3</bodyAngle>
<headAngle>-81.3</headAngle>
<bodyOffsetX>-0.218</bodyOffsetX>
<bodyOffsetZ>0.073</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Active female right-->
<tickDuration>10</tickDuration>
<bodyAngle>9.97</bodyAngle>
<headAngle>-7.61</headAngle>
<bodyOffsetX>0.444</bodyOffsetX>
<bodyOffsetZ>0.368</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>23.82</bodyAngle>
<headAngle>-6.90</headAngle>
<bodyOffsetX>0.432</bodyOffsetX>
<bodyOffsetZ>0.403</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>5.19</bodyAngle>
<headAngle>-6.19</headAngle>
<bodyOffsetX>0.442</bodyOffsetX>
<bodyOffsetZ>0.388</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>9.97</bodyAngle>
<headAngle>-7.61</headAngle>
<bodyOffsetX>0.444</bodyOffsetX>
<bodyOffsetZ>0.368</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>Cunnilingus</defName>
<label>cunnilingus</label>
<sounds>true</sounds>
<sexTypes>
<li>Oral</li>
<li>Fingering</li>
<li>Cunnilingus</li>
</sexTypes>
<interactionDefTypes>
<li>Cunnilingus</li>
<li>CunnilingusF</li>
<li>CunnilingusRape</li>
<li>CunnilingusRapeF</li>
<li>Fingering</li>
<li>FingeringF</li>
<li>FingeringRape</li>
<li>FingeringRapeF</li>
<li>Fisting</li>
<li>FistingF</li>
<li>FistingRape</li>
<li>FistingRapeF</li>
</interactionDefTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<requiredGenitals>
<li>Vagina</li>
</requiredGenitals>
<bodyTypeOffset>
<Hulk>(-0.2, 0.1)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(-0.1, 0.15)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Initial</stageName>
<isLooping>False</isLooping>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-81.06536</bodyAngle>
<headAngle>-56.4483032</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.0624052179</bodyOffsetZ>
<bodyOffsetX>-0.437134951</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-87.3645554</bodyAngle>
<headAngle>-69.70276</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.0692383763</bodyOffsetZ>
<bodyOffsetX>-0.440020353</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-27.578373</bodyAngle>
<headAngle>0.2816162</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.102704488</bodyOffsetZ>
<bodyOffsetX>0.50675</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
<headAngle>-21.93164</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Slow</stageName>
<isLooping>True</isLooping>
<playTimeTicks>1497</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>98</tickDuration>
<bodyAngle>-87.3645554</bodyAngle>
<headAngle>-69.70276</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.0692383763</bodyOffsetZ>
<bodyOffsetX>-0.440020353</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<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>
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<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>
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<bodyOffsetZ>-0.0692383763</bodyOffsetZ>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>-87.26528</bodyAngle>
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<bodyOffsetZ>-0.0737426062</bodyOffsetZ>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
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<li>
<tickDuration>1</tickDuration>
<bodyAngle>-87.3645554</bodyAngle>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>120</tickDuration>
<bodyAngle>-86.52611</bodyAngle>
<headAngle>-68.86432</headAngle>
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<bodyOffsetZ>-0.05432228</bodyOffsetZ>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
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<bodyAngle>-88.36286</bodyAngle>
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<bodyOffsetZ>-0.06637782</bodyOffsetZ>
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<headFacing>1</headFacing>
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<li>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
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<genitalAngle>0</genitalAngle>
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<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>18</tickDuration>
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<bodyOffsetZ>0.04582855</bodyOffsetZ>
<bodyOffsetX>0.462155169</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
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<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>
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<bodyOffsetZ>0.04582855</bodyOffsetZ>
<bodyOffsetX>0.462155169</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
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<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>
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<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
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<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>40</tickDuration>
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<headAngle>-13.57782</headAngle>
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<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>
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<headAngle>-13.57782</headAngle>
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<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
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<headAngle>-24.2278748</headAngle>
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<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
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<headBob>0</headBob>
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<soundEffect>Slimy</soundEffect>
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<li>
<tickDuration>1</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
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<bodyOffsetZ>-0.04209958</bodyOffsetZ>
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<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>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
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<li>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
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<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
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<li>
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<soundEffect>Slimy</soundEffect>
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<li>
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<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>
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<headBob>0</headBob>
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<li>
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</li>
<li>
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<bodyFacing>1</bodyFacing>
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</li>
<li>
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<bodyFacing>1</bodyFacing>
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</li>
<li>
<tickDuration>30</tickDuration>
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</li>
<li>
<tickDuration>1</tickDuration>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>-87.3645554</bodyAngle>
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<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>
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<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>
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<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>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/Animations_Lesbian.xml
|
XML
|
unknown
| 69,527 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
<rjw.AnimationDef>
Todo: tell Ed to uncomment start() and end() in jobdrivers
</rjw.AnimationDef>
-->
</Defs>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/Animations_Masturbate.xml
|
XML
|
unknown
| 181 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Double_Penetration</defName>
<label>double penetration</label>
<sounds>true</sounds>
<sexTypes>
<li>DoublePenetration</li>
</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>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/Animations_Multi.xml
|
XML
|
unknown
| 24,358 |
<?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>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/Animations_SexToys.xml
|
XML
|
unknown
| 1,348 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
<Rimworld_Animations.AnimationDef>
<defName>Missionary</defName>
<label>missionary</label>
<sounds>true</sounds>
<sexTypes>
<li>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>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/Animations_Vanilla2.xml
|
XML
|
unknown
| 14,224 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.AnimationDef>
<defName>Doggystyle</defName>
<label>doggystyle</label>
<sounds>true</sounds>
<sexTypes>
<li>Vaginal</li>
<li>Anal</li>
</sexTypes>
<interactionDefTypes>
<li>AnalSex</li>
<li>AnalSexF</li>
<li>AnalRape</li>
<li>VaginalSex</li>
<li>VaginalSexF</li>
<li>VaginalRape</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<controlGenitalAngle>true</controlGenitalAngle>
<isFucking>true</isFucking>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>612</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<headBob>0</headBob>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<headBob>0</headBob>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>27</genitalAngle>
<headBob>0</headBob>
<tickDuration>10</tickDuration>
<bodyAngle>16.6</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>3</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-17</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>5.4</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>16.6</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>3</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
<genitalAngle>27</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Fast_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>609</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>1</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<headAngle>4</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>1</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>27</genitalAngle>
<tickDuration>8</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-12</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>9</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
<genitalAngle>27</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>300</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Cum</soundEffect>
<tickDuration>100</tickDuration>
<bodyAngle>32</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<headAngle>-1</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<quiver>true</quiver>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>35</bodyAngle>
<bodyOffsetX>0.326</bodyOffsetX>
<bodyOffsetZ>0.190</bodyOffsetZ>
<headAngle>-14</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>27</bodyAngle>
<bodyOffsetX>0.298</bodyOffsetX>
<bodyOffsetZ>0.166</bodyOffsetZ>
<headAngle>0</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>27</genitalAngle>
<tickDuration>8</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>-8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>100</tickDuration>
<bodyAngle>-12</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>-9</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>-15</bodyAngle>
<bodyOffsetX>-0.227</bodyOffsetX>
<bodyOffsetZ>0.272</bodyOffsetZ>
<headAngle>-4</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11</bodyAngle>
<bodyOffsetX>-0.217</bodyOffsetX>
<bodyOffsetZ>0.175</bodyOffsetZ>
<headAngle>-8</headAngle>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
<genitalAngle>27</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>Blowjob</defName>
<label>blowjob</label>
<sounds>true</sounds>
<sexTypes>
<li>Oral</li>
<li>Fellatio</li>
</sexTypes>
<interactionDefTypes>
<li>Handjob</li>
<li>HandjobF</li>
<li>HandjobRape</li>
<li>HandjobRapeF</li>
<li>Breastjob</li>
<li>BreastjobF</li>
<li>BreastjobRape</li>
<li>BreastjobRapeF</li>
<li>Fellatio</li>
<li>FellatioF</li>
<li>FellatioRape</li>
<li>FellatioRapeF</li>
<li>Beakjob</li>
<li>BeakjobF</li>
<li>BeakjobRape</li>
<li>BeakjobRapeF</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<bodyTypeOffset>
<Hulk>(0, -0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucking>true</isFucking>
<controlGenitalAngle>true</controlGenitalAngle>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Suck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1140</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.16</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.15</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle></bodyAngle>
<headAngle>6</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.13</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>-4</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.33</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.12</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>35</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
<li>
<tickDuration>59</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.490</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.003</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Face_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>300</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>15</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<soundEffect>Suck</soundEffect>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.270</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>15</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
<li>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>600</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<soundEffect>Suck</soundEffect>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.008</headBob>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.290</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>-0.06</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.255</bodyOffsetZ>
<bodyFacing>0</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
<li>
<tickDuration>7</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.50</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.04</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>60</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>14</tickDuration>
<bodyAngle>0</bodyAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.575</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.051</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.473</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>180</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>ReverseStandAndCarry</defName>
<label>reverse stand-and-carry</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>AnalSex</li>
<li>AnalSexF</li>
<li>AnalRape</li>
<li>VaginalSex</li>
<li>VaginalSexF</li>
<li>VaginalRape</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<initiator>true</initiator>
<isFucking>true</isFucking>
<controlGenitalAngle>true</controlGenitalAngle>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1080</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>30</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>29</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>30</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>29</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
<genitalAngle>6</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Fast_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>780</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<!--Head turn -->
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--head turn back-->
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>12</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>13</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>12</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
<genitalAngle>6</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>415</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>3</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>3</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>3</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>7</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>3</tickDuration>
<bodyAngle>10.6</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>75</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>27</tickDuration>
<bodyAngle>6.04</bodyAngle>
<headAngle>15</headAngle>
<bodyOffsetX>-0.175</bodyOffsetX>
<bodyOffsetZ>0.437</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>11.23</bodyAngle>
<headAngle>11.23</headAngle>
<bodyOffsetX>-0.183</bodyOffsetX>
<bodyOffsetZ>0.468</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>7</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>7</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Fuck</soundEffect>
<tickDuration>7</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>7</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<soundEffect>Cum</soundEffect>
<tickDuration>75</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>40</genitalAngle>
<tickDuration>27</tickDuration>
<bodyAngle>17.11</bodyAngle>
<headAngle>-2.87</headAngle>
<bodyOffsetX>0.114</bodyOffsetX>
<bodyOffsetZ>0.359</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
<li>
<genitalAngle>6</genitalAngle>
<tickDuration>1</tickDuration>
<bodyAngle>-3.18</bodyAngle>
<headAngle>-0.41</headAngle>
<bodyOffsetX>0.122</bodyOffsetX>
<bodyOffsetZ>0.356</bodyOffsetZ>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
<Rimworld_Animations.AnimationDef>
<defName>Cowgirl</defName>
<label>cowgirl</label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<interactionDefTypes>
<li>AnalSex</li>
<li>AnalSexF</li>
<li>AnalRapeF</li>
<li>VaginalSex</li>
<li>VaginalSexF</li>
<li>VaginalRapeF</li>
</interactionDefTypes>
<actors>
<li>
<!--each type cooresponds to an animation clip in each animationStage-->
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
<initiator>true</initiator>
<bodyTypeOffset>
<Hulk>(0, 0.2)</Hulk>
</bodyTypeOffset>
</li>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucking>true</isFucking>
<controlGenitalAngle>true</controlGenitalAngle>
<bodyTypeOffset>
<Hulk>(0, -0.2)</Hulk>
</bodyTypeOffset>
</li>
</actors>
<animationStages>
<li>
<stageName>Slow_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>1340</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<!--Turning hips-->
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>-3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>-3.5</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0.03</bodyOffsetX>
<bodyOffsetZ>0.624</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.02</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<!--Straight up and down-->
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.347</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.015</headBob>
<genitalAngle>-15</genitalAngle>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.331</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.03</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>15</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.347</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.015</headBob>
<genitalAngle>-15</genitalAngle>
</li>
<li>
<tickDuration>16</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.331</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.03</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>17</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>15</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>33</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.315</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Fast_Fuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>780</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>13</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>594</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.694</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>-0.03</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>45</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<quiver>true</quiver>
<tickDuration>40</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.534</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>0</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>0.554</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.313</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0.045</headBob>
</li>
<li>
<tickDuration>45</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>180</bodyAngle>
<headAngle>180</headAngle>
<bodyOffsetX>0</bodyOffsetX>
<bodyOffsetZ>-0.363</bodyOffsetZ>
<bodyFacing>2</bodyFacing>
<headFacing>2</headFacing>
<headBob>0</headBob>
<genitalAngle>0</genitalAngle>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
</Defs>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/Animations_vanilla.xml
|
XML
|
unknown
| 102,109 |
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
<Rimworld_Animations.AnimationDef>
<defName></defName>
<label></label>
<sounds>true</sounds>
<sexTypes>
<li>Anal</li>
<li>Vaginal</li>
</sexTypes>
<actors>
<li>
<defNames>
<li>Human</li>
</defNames>
<isFucked>true</isFucked>
</li>
<li>
<defNames>
</defNames>
<bodyDefTypes>
<li>QuadrupedAnimalWithHooves</li>
<li>QuadrupedAnimalWithPawsAndTail</li>
</bodyDefTypes>
<isFucking>true</isFucking>
<initiator>true</initiator>
</li>
</actors>
<animationStages>
<li>
<stageName></stageName>
<isLooping></isLooping>
<playTimeTicks></playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes></keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes></keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
-->
</Defs>
|
Starscream/rimworld
|
1.3/Defs/AnimationDefs/TemplateAnimation.xml
|
XML
|
unknown
| 1,240 |
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<MainButtonDef>
<defName>OffsetManager</defName>
<label>offset manager</label>
<description>Control pawn offsets</description>
<tabWindowClass>Rimworld_Animations.MainTabWindow_OffsetConfigure</tabWindowClass>
<order>54</order>
<buttonVisible>false</buttonVisible>
<iconPath>UI/MainTab</iconPath>
<minimized>true</minimized>
</MainButtonDef>
</Defs>
|
Starscream/rimworld
|
1.3/Defs/MainTabDefs/MainButtonDef.xml
|
XML
|
unknown
| 436 |
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<SoundDef>
<defName>Cum</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/cum</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>30</min>
<max>40</max>
</volumeRange>
<pitchRange>
<min>0.8</min>
<max>1.2</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Sex</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/kucyu04</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>16</min>
<max>16</max>
</volumeRange>
<pitchRange>
<min>0.8</min>
<max>1.2</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Suck</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_1</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_2</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_3</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_4</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_5</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_6</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_7</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_8</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_9</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Suck/Suck_10</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>20</min>
<max>35</max>
</volumeRange>
<pitchRange>
<min>1.0</min>
<max>1.0</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<repeatMode>NeverTwice</repeatMode>
<sustainLoop>false</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Fuck</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_1</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_2</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_3</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_4</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_5</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_6</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_7</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Clap_8</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>45</min>
<max>70</max>
</volumeRange>
<pitchRange>
<min>1.0</min>
<max>1.0</max>
</pitchRange>
<distRange>
<min>0</min>
<max>51.86047</max>
</distRange>
<repeatMode>NeverTwice</repeatMode>
<sustainLoop>false</sustainLoop>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Slimy</defName>
<context>MapOnly</context>
<eventNames />
<maxSimultaneous>1</maxSimultaneous>
<maxVoices>1</maxVoices>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy1</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy2</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy3</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy4</clipFolderPath>
</li>
<li Class="AudioGrain_Folder">
<clipFolderPath>Sex/Slime/Slimy5</clipFolderPath>
</li>
</grains>
<volumeRange>
<min>45</min>
<max>75</max>
</volumeRange>
<pitchRange>
<min>1.4</min>
<max>1.8</max>
</pitchRange>
<distRange>
<min>0</min>
<max>100</max>
</distRange>
<repeatMode>NeverTwice</repeatMode>
<sustainLoop>false</sustainLoop>
</li>
</subSounds>
</SoundDef>
</Defs>
|
Starscream/rimworld
|
1.3/Defs/SoundDefs/Sounds_Sex.xml
|
XML
|
unknown
| 5,651 |
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{BA766964-1716-422D-A09E-29426F8EB9D5}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Patch_HatsDisplaySelection</RootNamespace>
<AssemblyName>Patch_HatsDisplaySelection</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>false</DebugSymbols>
<DebugType>none</DebugType>
<Optimize>false</Optimize>
<OutputPath>1.2\Assemblies\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="HatDisplaySelection">
<HintPath>..\..\..\..\..\workshop\content\294100\1542291825\1.2\Assemblies\HatDisplaySelection.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Rimworld-Animations">
<HintPath>..\1.2\Assemblies\Rimworld-Animations.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Source\Patches\Patch_HatsDisplaySelection.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="1.2\Assemblies\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>
|
Starscream/rimworld
|
1.3/Patch_HatsDisplaySelection/Patch_HatsDisplaySelection.csproj
|
csproj
|
unknown
| 3,387 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Core SK</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationConditional">
<xpath>Defs/ThingDef/comps</xpath>
<success>Always</success>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/ThingDef</xpath>
<value>
<comps />
</value>
</nomatch>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="BaseAnimalPawn" or @Name="SK_BasePawn" or @Name="BasePawnSkynet"]/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.3/Patches/AnimationPatchHSK.xml
|
XML
|
unknown
| 768 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<success>Always</success>
<xpath>Defs/ThingDef[race][not(comps)]</xpath>
<value>
<comps />
</value>
</li>
<li Class="PatchOperationAdd">
<success>Always</success>
<xpath>Defs/AlienRace.ThingDef_AlienRace[not(comps)]</xpath>
<value>
<comps />
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="BasePawn"]/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</li>
</operations>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.3/Patches/AnimationPatch_CompBodyAnimator.xml
|
XML
|
unknown
| 938 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[@Name="BaseBaseAutocleaner"]/comps</xpath>
<success>Always</success>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="BaseBaseAutocleaner"]/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</match>
</li>
</operations>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.3/Patches/CompPatches/AutoCleaner.xml
|
XML
|
unknown
| 563 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[@Name="BasePawnSimple"]/comps</xpath>
<success>Always</success>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="BasePawnSimple"]/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</match>
</li>
</operations>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.3/Patches/CompPatches/CombatExtended.xml
|
XML
|
unknown
| 552 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[@Name="BaseZombie"]/comps</xpath>
<success>Always</success>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="BaseZombie"]/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</match>
</li>
</operations>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.3/Patches/CompPatches/ZombieLand.xml
|
XML
|
unknown
| 544 |
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>[NL] Facial Animation - WIP</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>RJW_Masturbate</li>
<li>GettinBred</li>
<li>Bestiality</li>
<li>BestialityForFemale</li>
<li>ViolateCorpse</li>
<li>Quickie</li>
<li>GettingQuickie</li>
<li>GettinRaped</li>
<li>JoinInBed</li>
<li>GettinLoved</li>
<li>GettinLicked</li>
<li>GettinSucked</li>
<li>WhoreIsServingVisitors</li>
<li>JoinInBedAnimation</li>
<li>GettinLovedAnimation</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="WaitCombat" or defName="Wait_Combat_Rare"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>RapeComfortPawn</li>
<li>RandomRape</li>
<li>RapeEnemy</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="StandAndBeSociallyActive"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>WhoreInvitingVisitors</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Wear" or defName="Wear2" or defName="Wear3"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>CleanSelf</li>
<li>StruggleInBondageGear</li>
</value>
</li>
<li Class="PatchOperationFindMod">
<mods>
<li>Rimworld-Animations</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[2]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[3]/headOffset</xpath>
<success>Always</success>
</li>
</operations>
</match>
</li>
</operations>
</match>
</Operation>
</Patch>
<!--
OLD PATCH
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>[NL] Facial Animation - WIP</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[2]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[3]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[4]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[5]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[6]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[7]/headOffset</xpath>
<success>Always</success>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[8]/headOffset</xpath>
<success>Always</success>
</li>
</operations>
</match>
</Operation>
</Patch>
-->
|
Starscream/rimworld
|
1.3/Patches/CompatibilityPatch_FacialAnimation.xml
|
XML
|
unknown
| 5,010 |
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<!-- Patch for HCSK, to attach to differently written thingdefs -->
<Operation Class="PatchOperationFindMod">
<mods>
<li>Core SK</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef/comps</xpath>
<success>Always</success>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThingDef</xpath>
<value>
<comps />
</value>
</nomatch>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SK_BasePawn"]/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="BaseAnimalPawn"]/comps</xpath>
<value>
<li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
|
Starscream/rimworld
|
1.3/Patches/CompatibilityPatch_HCSK.xml
|
XML
|
unknown
| 1,378 |
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;
}
}
|
Starscream/rimworld
|
1.3/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;
}
}
|
Starscream/rimworld
|
1.3/Source/Actors/AlienRaceOffset.cs
|
C#
|
unknown
| 278 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Rimworld_Animations {
public class BodyTypeOffset {
public Vector2? Male;
public Vector2? Female;
public Vector2? Thin;
public Vector2? Hulk;
public Vector2? Fat;
}
}
|
Starscream/rimworld
|
1.3/Source/Actors/BodyTypeOffset.cs
|
C#
|
unknown
| 366 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
public class AnimationStage
{
public string stageName;
public int stageIndex;
public int playTimeTicks = 0;
public 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;
}
}
}
}
}
|
Starscream/rimworld
|
1.3/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;
}
}
|
Starscream/rimworld
|
1.3/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;
}
}
}
}
}
|
Starscream/rimworld
|
1.3/Source/Animations/Clips/PawnAnimationClip.cs
|
C#
|
unknown
| 4,720 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using RimWorld;
namespace Rimworld_Animations {
public class ThingAnimationClip : BaseAnimationClip
{
public List<ThingKeyframe> keyframes;
public SimpleCurve PositionX = new SimpleCurve();
public SimpleCurve PositionZ = new SimpleCurve();
public SimpleCurve Rotation = new SimpleCurve();
public override void buildSimpleCurves() {
int duration = 0;
//getting the length of the whole clip
foreach (ThingKeyframe frame in keyframes)
{
duration += frame.tickDuration;
}
//guarantees loops don't get cut off mid-anim
this.duration = duration;
int keyframePosition = 0;
foreach (ThingKeyframe frame in keyframes)
{
if (frame.atTick.HasValue)
{
if (frame.positionX.HasValue)
PositionX.Add((float)frame.atTick / (float)duration, frame.positionX.Value, true);
if (frame.positionZ.HasValue)
PositionZ.Add((float)frame.atTick / (float)duration, frame.positionZ.Value, true);
if (frame.rotation.HasValue)
Rotation.Add((float)frame.atTick / (float)duration, frame.rotation.Value, true);
if (frame.soundEffect != null)
{
SoundEffects.Add((int)frame.atTick, frame.soundEffect);
}
}
else
{
if (frame.positionX.HasValue)
PositionX.Add((float)keyframePosition / (float)duration, frame.positionX.Value, true);
if (frame.positionZ.HasValue)
PositionZ.Add((float)keyframePosition / (float)duration, frame.positionZ.Value, true);
if (frame.rotation.HasValue)
Rotation.Add((float)keyframePosition / (float)duration, frame.rotation.Value, true);
if (frame.soundEffect != null)
{
SoundEffects.Add(keyframePosition, frame.soundEffect);
}
keyframePosition += frame.tickDuration;
}
}
}
}
}
|
Starscream/rimworld
|
1.3/Source/Animations/Clips/ThingAnimationClip.cs
|
C#
|
unknown
| 2,469 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
public abstract class Keyframe
{
public int tickDuration = 1;
public float? atTick;
public string soundEffect;
}
}
|
Starscream/rimworld
|
1.3/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;
}
}
|
Starscream/rimworld
|
1.3/Source/Animations/Keyframes/PawnKeyframe.cs
|
C#
|
unknown
| 559 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
public class ThingKeyframe : Keyframe
{
public float? positionX;
public float? positionZ;
public float? rotation;
}
}
|
Starscream/rimworld
|
1.3/Source/Animations/Keyframes/ThingKeyframe.cs
|
C#
|
unknown
| 310 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using rjw;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace Rimworld_Animations {
public class CompBodyAnimator : ThingComp
{
public Pawn pawn => base.parent as Pawn;
public PawnGraphicSet Graphics;
//public CompProperties_BodyAnimator Props => (CompProperties_BodyAnimator)(object)base.props;
public bool isAnimating {
get {
return Animating;
}
set {
Animating = value;
if (value == true) {
SexUtility.DrawNude(pawn);
} else {
pawn.Drawer.renderer.graphics.ResolveAllGraphics();
actorsInCurrentAnimation = null;
}
PortraitsCache.SetDirty(pawn);
}
}
private bool Animating = false;
private bool mirror = false, quiver = false, shiver = false;
private int actor;
private int lastDrawFrame = -1;
private int animTicks = 0, stageTicks = 0, clipTicks = 0;
private int curStage = 0;
private float clipPercent = 0;
public Vector3 anchor = Vector3.zero, deltaPos = Vector3.zero, headBob = Vector3.zero;
public float bodyAngle = 0, headAngle = 0, genitalAngle = 0;
public Rot4 headFacing = Rot4.North, bodyFacing = Rot4.North;
public List<Pawn> actorsInCurrentAnimation;
public bool controlGenitalAngle = false;
private AnimationDef anim;
private AnimationStage stage {
get
{
return anim.animationStages[curStage];
}
}
private PawnAnimationClip clip => (PawnAnimationClip)stage.animationClips[actor];
public bool Mirror {
get {
return mirror;
}
}
public void setAnchor(IntVec3 pos)
{
anchor = pos.ToVector3Shifted();
}
public void setAnchor(Thing thing) {
//center on bed
if(thing is Building_Bed) {
anchor = thing.Position.ToVector3();
if (((Building_Bed)thing).SleepingSlotsCount == 2) {
if (thing.Rotation.AsInt == 0) {
anchor.x += 1;
anchor.z += 1;
}
else if (thing.Rotation.AsInt == 1) {
anchor.x += 1;
}
else if(thing.Rotation.AsInt == 3) {
anchor.z += 1;
}
}
else {
if(thing.Rotation.AsInt == 0) {
anchor.x += 0.5f;
anchor.z += 1f;
}
else if(thing.Rotation.AsInt == 1) {
anchor.x += 1f;
anchor.z += 0.5f;
}
else if(thing.Rotation.AsInt == 2) {
anchor.x += 0.5f;
} else {
anchor.z += 0.5f;
}
}
}
else {
anchor = thing.Position.ToVector3Shifted();
}
}
public void StartAnimation(AnimationDef anim, List<Pawn> actors, int actor, bool mirror = false, bool shiver = false, bool fastAnimForQuickie = false) {
actorsInCurrentAnimation = actors;
if (anim.actors.Count <= actor)
{
return;
}
AlienRaceOffset raceOffset = anim?.actors[actor]?.raceOffsets?.Find(x => x.defName == pawn.def.defName);
if (raceOffset != null) {
anchor.x += mirror ? raceOffset.offset.x * -1f : raceOffset.offset.x;
anchor.z += raceOffset.offset.y;
}
//change the offset based on pawn body type
if(pawn?.story?.bodyType != null) {
if (pawn.story.bodyType == BodyTypeDefOf.Fat && anim?.actors[actor]?.bodyTypeOffset?.Fat != null) {
anchor.x += anim.actors[actor].bodyTypeOffset.Fat.Value.x * (mirror ? -1f : 1f);
anchor.z += anim.actors[actor].bodyTypeOffset.Fat.Value.y;
}
else if (pawn.story.bodyType == BodyTypeDefOf.Female && anim?.actors[actor]?.bodyTypeOffset?.Female != null) {
anchor.x += anim.actors[actor].bodyTypeOffset.Female.Value.x * (mirror ? -1f : 1f);
anchor.z += anim.actors[actor].bodyTypeOffset.Female.Value.y;
}
else if (pawn.story.bodyType == BodyTypeDefOf.Male && anim?.actors[actor]?.bodyTypeOffset?.Male != null) {
anchor.x += anim.actors[actor].bodyTypeOffset.Male.Value.x * (mirror ? -1f : 1f);
anchor.z += anim.actors[actor].bodyTypeOffset.Male.Value.y;
}
else if (pawn.story.bodyType == BodyTypeDefOf.Thin && anim?.actors[actor]?.bodyTypeOffset?.Thin != null) {
anchor.x += anim.actors[actor].bodyTypeOffset.Thin.Value.x * (mirror ? -1f : 1f);
anchor.z += anim.actors[actor].bodyTypeOffset.Thin.Value.y;
}
else if (pawn.story.bodyType == BodyTypeDefOf.Hulk && anim?.actors[actor]?.bodyTypeOffset?.Hulk != null) {
anchor.x += anim.actors[actor].bodyTypeOffset.Hulk.Value.x * (mirror ? -1f : 1f);
anchor.z += anim.actors[actor].bodyTypeOffset.Hulk.Value.y;
}
}
pawn.jobs.posture = PawnPosture.Standing;
this.actor = actor;
this.anim = anim;
this.mirror = mirror;
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();
}
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();
}
}
}
|
Starscream/rimworld
|
1.3/Source/Comps/CompBodyAnimator.cs
|
C#
|
unknown
| 19,014 |
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);
}
}
}
|
Starscream/rimworld
|
1.3/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);
}
}
}
|
Starscream/rimworld
|
1.3/Source/Comps/CompProperties_ThingAnimator.cs
|
C#
|
unknown
| 365 |
using RimWorld;
using rjw;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
public class CompThingAnimator : ThingComp
{
Vector3 anchor;
Pawn pawn;
public bool isAnimating = false, mirror;
int animTicks = 0, stageTicks = 0, clipTicks = 0, curStage = 0;
float rotation = 0;
float clipPercent = 0;
public Vector3 deltaPos;
AnimationDef anim;
private ThingAnimationClip clip => (ThingAnimationClip)stage.animationClips[1];
private AnimationStage stage
{
get
{
return anim.animationStages[curStage];
}
}
public void StartAnimation(AnimationDef anim, Pawn pawn, bool mirror = false)
{
isAnimating = true;
this.anim = anim;
this.pawn = pawn;
this.mirror = mirror;
animTicks = 0;
stageTicks = 0;
clipTicks = 0;
curStage = 0;
clipPercent = 0;
tickAnim();
}
public void setAnchor(IntVec3 position)
{
anchor = position.ToVector3();
}
public override void CompTick()
{
base.CompTick();
if(isAnimating)
{
if (pawn.Dead || pawn?.jobs?.curDriver == null || (pawn?.jobs?.curDriver != null && !(pawn?.jobs?.curDriver is rjw.JobDriver_Sex)))
{
isAnimating = false;
}
else
{
tickAnim();
}
}
}
public void tickAnim()
{
if (!isAnimating) return;
animTicks++;
if (animTicks < anim.animationTimeTicks)
{
tickStage();
}
else
{
if (LoopNeverending())
{
ResetOnLoop();
}
else
{
isAnimating = false;
}
}
}
public void tickStage()
{
if (stage == null)
{
isAnimating = false;
return;
}
stageTicks++;
if (stageTicks >= stage.playTimeTicks)
{
curStage++;
stageTicks = 0;
clipTicks = 0;
clipPercent = 0;
}
if (curStage >= anim.animationStages.Count)
{
if (LoopNeverending())
{
ResetOnLoop();
}
else
{
isAnimating = false;
}
}
else
{
tickClip();
}
}
public void tickClip()
{
clipTicks++;
if (clipPercent >= 1 && stage.isLooping)
{
clipTicks = 1;//warning: don't set to zero or else calculations go wrong
}
clipPercent = (float)clipTicks / (float)clip.duration;
calculateDrawValues();
}
public void setAnchor(Thing thing)
{
//center on bed
if (thing is Building_Bed)
{
anchor = thing.Position.ToVector3();
if (((Building_Bed)thing).SleepingSlotsCount == 2)
{
if (thing.Rotation.AsInt == 0)
{
anchor.x += 1;
anchor.z += 1;
}
else if (thing.Rotation.AsInt == 1)
{
anchor.x += 1;
}
else if (thing.Rotation.AsInt == 3)
{
anchor.z += 1;
}
}
else
{
if (thing.Rotation.AsInt == 0)
{
anchor.x += 0.5f;
anchor.z += 1f;
}
else if (thing.Rotation.AsInt == 1)
{
anchor.x += 1f;
anchor.z += 0.5f;
}
else if (thing.Rotation.AsInt == 2)
{
anchor.x += 0.5f;
}
else
{
anchor.z += 0.5f;
}
}
}
else
{
anchor = thing.Position.ToVector3Shifted();
}
anchor -= new Vector3(0.5f, 0, 0.5f);
}
private void calculateDrawValues()
{
//shift up and right 0.5f to align center
deltaPos = new Vector3((clip.PositionX.Evaluate(clipPercent)) * (mirror ? -1 : 1) + 0.5f, AltitudeLayer.Item.AltitudeFor(), clip.PositionZ.Evaluate(clipPercent) + 0.5f);
Log.Message("Clip percent: " + clipPercent + " deltaPos: " + deltaPos);
rotation = clip.Rotation.Evaluate(clipPercent) * (mirror ? -1 : 1);
}
public void AnimateThing(Thing thing)
{
thing.Graphic.Draw(deltaPos + anchor, mirror ? Rot4.West : Rot4.East, thing, rotation);
}
public bool LoopNeverending()
{
if (pawn?.jobs?.curDriver != null &&
(pawn.jobs.curDriver is JobDriver_Sex) && (pawn.jobs.curDriver as JobDriver_Sex).neverendingsex)
{
return true;
}
return false;
}
public void ResetOnLoop()
{
curStage = 1;
animTicks = 0;
stageTicks = 0;
clipTicks = 0;
tickAnim();
}
}
}
|
Starscream/rimworld
|
1.3/Source/Comps/CompThingAnimator.cs
|
C#
|
unknown
| 6,128 |
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;
}
}
}
}
|
Starscream/rimworld
|
1.3/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);
}
listingStandard.Label("Name: " + curPawn.Name + " Race: " + curPawn.def.defName + " Actor Index: " + curPawn.TryGetComp<CompBodyAnimator>().ActorIndex + " Body Type (if any): " + bodyTypeDef + " Animation: " + def.label + (curPawn.TryGetComp<CompBodyAnimator>().Mirror ? " mirrored" : ""));
if(curPawn.def.defName == "Human") {
listingStandard.Label("Warning--You generally don't want to change human offsets, only alien offsets");
}
bool mirrored = curPawn.TryGetComp<CompBodyAnimator>().Mirror;
float.TryParse(listingStandard.TextEntryLabeled("X Offset: ", offsetX.ToString()), out offsetX);
offsetX = listingStandard.Slider(offsetX, -2 * (mirrored ? -1 : 1), 2 * (mirrored ? -1 : 1));
float.TryParse(listingStandard.TextEntryLabeled("Z Offset: ", offsetZ.ToString()), out offsetZ);
offsetZ = listingStandard.Slider(offsetZ, -2, 2);
float.TryParse(listingStandard.TextEntryLabeled("Rotation: ", rotation.ToString()), out rotation);
rotation = listingStandard.Slider(rotation, -180, 180);
if(listingStandard.ButtonText("Reset All")) {
offsetX = 0;
offsetZ = 0;
rotation = 0;
}
listingStandard.GapLine();
if(listingStandard.ButtonText("Shift Actors")) {
if(AnimationSettings.debugMode) {
Log.Message("Shifting actors in animation...");
}
for(int i = 0; i < curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.Count; i++) {
Pawn actor = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation[i];
actor.TryGetComp<CompBodyAnimator>()?.shiftActorPositionAndRestartAnimation();
//reset the clock time of every pawn in animation
if(actor.jobs.curDriver is rjw.JobDriver_Sex) {
(actor.jobs.curDriver as rjw.JobDriver_Sex).ticks_left = def.animationTimeTicks;
(actor.jobs.curDriver as rjw.JobDriver_Sex).ticksLeftThisToil = def.animationTimeTicks;
(actor.jobs.curDriver as rjw.JobDriver_Sex).duration = def.animationTimeTicks;
}
}
}
if (offsetX != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].x || offsetZ != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].y) {
AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = new Vector2(offsetX, offsetZ);
}
if(rotation != AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex]) {
AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = rotation;
}
}
}
else {
listingStandard.Label("Select a pawn currently in an animation to change their offsets");
}
listingStandard.End();
}
public override void PreOpen() {
base.PreOpen();
if(AnimationSettings.offsets == null) {
if (AnimationSettings.debugMode)
Log.Message("New offsets");
AnimationSettings.offsets = new Dictionary<string, Vector2>();
}
if(AnimationSettings.rotation == null) {
if (AnimationSettings.debugMode)
Log.Message("New rotation");
AnimationSettings.rotation = new Dictionary<string, float>();
}
}
public override void PostClose() {
base.PostClose();
LoadedModManager.GetMod<RJW_Animations>().WriteSettings();
}
}
}
|
Starscream/rimworld
|
1.3/Source/MainTabWindows/MainTabWindow_OffsetConfigure.cs
|
C#
|
unknown
| 6,586 |
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));
}
}
}
|
Starscream/rimworld
|
1.3/Source/MainTabWindows/OffsetMainButtonDefOf.cs
|
C#
|
unknown
| 436 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using RimWorld.Planet;
using Verse;
namespace Rimworld_Animations {
public class WorldComponent_UpdateMainTab : WorldComponent {
public WorldComponent_UpdateMainTab(World world) : base(world) {
}
public override void FinalizeInit() {
base.FinalizeInit();
OffsetMainButtonDefOf.OffsetManager.buttonVisible = AnimationSettings.offsetTab;
}
}
}
|
Starscream/rimworld
|
1.3/Source/MainTabWindows/WorldComponent_UpdateMainTab.cs
|
C#
|
unknown
| 547 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using HarmonyLib;
using System.Reflection;
namespace Rimworld_Animations {
[StaticConstructorOnStartup]
public static class Harmony_PatchAll {
static Harmony_PatchAll() {
Harmony val = new Harmony("rimworldanim");
val.PatchAll(Assembly.GetExecutingAssembly());
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/Harmony_PatchAll.cs
|
C#
|
unknown
| 456 |
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("rjw")).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;
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*/ + (ba.alignWithHead ? headOffset : headOffset - addonRotation * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing)) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f),
quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), renderFlags.FlagSet(PawnRenderFlags.DrawNow));
}
else
{
Quaternion addonRotation = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up);
if (AnimationSettings.controlGenitalRotation && pawnAnimator.controlGenitalAngle && ba?.hediffGraphics != null && ba.hediffGraphics.Count != 0 && ba.hediffGraphics[0]?.path != null && (ba.hediffGraphics[0].path.Contains("Penis") || ba.hediffGraphics[0].path.Contains("penis")))
{
GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f),
quat: Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up), mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow));
}
else
{
GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f),
quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow));
}
}
}
return false;
}
}
[HarmonyPatch(typeof(PawnGraphicSet), "ResolveApparelGraphics")]
public static class HarmonyPatch_ResolveApparelGraphics
{
public static bool Prefix(ref Pawn ___pawn)
{
if (___pawn.TryGetComp<CompBodyAnimator>() != null && ___pawn.TryGetComp<CompBodyAnimator>().isAnimating)
{
return false;
}
return true;
}
}
/*
[HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")]
public static class HarmonyPatch_AlienRace {
public static void RenderHeadAddonInAnimation(Mesh mesh, Vector3 loc, Quaternion quat, Material mat, bool drawNow, Graphic graphic, AlienPartGenerator.BodyAddon bodyAddon, Vector3 v, Vector3 headOffset, Pawn pawn, PawnRenderFlags renderFlags, Vector3 vector, Rot4 rotation)
{
CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>();
if (pawnAnimator != null && pawnAnimator.isAnimating)
{
if((bodyAddon.drawnInBed || bodyAddon.alignWithHead))
{
AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation);
Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero;
AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation);
Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero);
vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y));
float num = bodyAddon.angle;
if (rotation == Rot4.North)
{
if (bodyAddon.layerInvert)
{
vector2.y = -vector2.y;
}
num = 0f;
}
if (rotation == Rot4.East)
{
num = -num;
vector2.x = -vector2.x;
}
vector = vector + Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.bodyFacing) - pawnAnimator.getPawnHeadOffset(); //convert vector into pseudo body pos for head
quat = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f);
mat = graphic.MatAt(rot: pawnAnimator.headFacing);
}
else
{
AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation);
Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero;
AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation);
Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero);
vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y));
float num = bodyAddon.angle;
if (rotation == Rot4.North)
{
if (bodyAddon.layerInvert)
{
vector2.y = -vector2.y;
}
num = 0f;
}
if (rotation == Rot4.East)
{
num = -num;
vector2.x = -vector2.x;
}
quat = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up);
loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f);
}
}
GenDraw.DrawMeshNowOrLater(mesh, loc, quat, mat, drawNow);
/*
if (pawnAnimator != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && pawnAnimator.isAnimating && (bodyAddon.drawnInBed || bodyAddon.alignWithHead))
{
if ((pawn.def as ThingDef_AlienRace).defName == "Alien_Orassan")
{
orassan = true;
if(bodyAddon.path.Contains("closed"))
{
return;
}
if (bodyAddon.bodyPart.Contains("ear"))
{
orassan = true;
orassanv = new Vector3(0, 0, 0.23f);
if (pawnAnimator.headFacing == Rot4.North)
{
orassanv.z -= 0.1f;
orassanv.y += 1f;
if(bodyAddon.bodyPart.Contains("left"))
{
orassanv.x += 0.03f;
} else
{
orassanv.x -= 0.03f;
}
}
else if (pawnAnimator.headFacing == Rot4.East)
{
orassanv.x -= 0.1f;
}
else if (pawnAnimator.headFacing == Rot4.West)
{
orassanv.x = 0.1f;
}
else
{
orassanv.z -= 0.1f;
orassanv.y += 1f;
if (bodyAddon.bodyPart.Contains("right"))
{
orassanv.x += 0.05f;
}
else
{
orassanv.x -= 0.05f;
}
}
orassanv = orassanv.RotatedBy(pawnAnimator.headAngle);
}
}
GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: loc + orassanv + (bodyAddon.alignWithHead ? headOffset : Vector3.zero),// + v.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f),
quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);;
}
else
{
}
}
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
List<CodeInstruction> ins = instructions.ToList();
for (int i = 0; i < ins.Count; i++)
{
Type[] type = new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool) };
if (ins[i].OperandIs(AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater", type)))
{
yield return new CodeInstruction(OpCodes.Ldloc, (object)7); //graphic
yield return new CodeInstruction(OpCodes.Ldloc, (object)4); //bodyAddon
yield return new CodeInstruction(OpCodes.Ldloc, (object)5); //offsetVector/AddonOffset (v)
yield return new CodeInstruction(OpCodes.Ldarg, (object)2); //headOffset
yield return new CodeInstruction(OpCodes.Ldarg, (object)3); //pawn
yield return new CodeInstruction(OpCodes.Ldarg, (object)0); //renderflags
yield return new CodeInstruction(OpCodes.Ldarg, (object)1); //vector
yield return new CodeInstruction(OpCodes.Ldarg, (object)5); //rotation
yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(HarmonyPatch_AlienRace), "RenderHeadAddonInAnimation"));
}
else
{
yield return ins[i];
}
}
}
public static bool Prefix(PawnRenderFlags renderFlags, ref Vector3 vector, ref Vector3 headOffset, Pawn pawn, ref Quaternion quat, ref Rot4 rotation)
{
if(pawn == null)
{
return true;
}
CompBodyAnimator anim = pawn.TryGetComp<CompBodyAnimator>();
if(anim == null)
{
return true;
}
if (anim != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && anim.isAnimating)
{
//quat = Quaternion.AngleAxis(anim.bodyAngle, Vector3.up);
}
return true;
}
}
*/
}
|
Starscream/rimworld
|
1.3/Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs
|
C#
|
unknown
| 13,216 |
/*
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];
}
}
}
}
}*/
|
Starscream/rimworld
|
1.3/Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs
|
C#
|
unknown
| 3,091 |
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations {
class HarmonyPatch_DontShaveYourHead {
[StaticConstructorOnStartup]
public static class Patch_DontShaveYourHead {
static Patch_DontShaveYourHead() {
try {
((Action)(() =>
{
if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Don't Shave Your Head 1.0")) {
(new Harmony("rjw")).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) { }
}
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs
|
C#
|
unknown
| 932 |
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("rjw")).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;
}
*/
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs
|
C#
|
unknown
| 2,812 |
/*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];
}
}
}
}
}
*/
|
Starscream/rimworld
|
1.3/Source/Patches/OtherModPatches/HarmonyPatch_HatsDisplaySelection.cs
|
C#
|
unknown
| 3,196 |
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
[StaticConstructorOnStartup]
public static class Patch_ShowHairWithHats {
static Patch_ShowHairWithHats() {
try {
((Action)(() =>
{
if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[KV] Show Hair With Hats or Hide All Hats - 1.1")) {
(new Harmony("rjw")).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];
}
}
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs
|
C#
|
unknown
| 1,926 |
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;
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/RJWPatches/HarmonyPatch_PlaySexSounds.cs
|
C#
|
unknown
| 543 |
using HarmonyLib;
using RimWorld;
using rjw;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using Verse.AI;
namespace Rimworld_Animations
{
[HarmonyPatch(typeof(JobDriver_Sex), "SexTick")]
public class HarmonyPatch_SexTick
{
public static bool Prefix(JobDriver_Sex __instance, Pawn pawn, Thing target)
{
if ((target is Pawn) &&
!(
(target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever
&&
((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners.Any()
&&
((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners[0] == pawn))
{
__instance.ticks_left--;
__instance.sex_ticks--;
__instance.Orgasm();
if (pawn.IsHashIntervalTick(__instance.ticks_between_thrusts))
{
__instance.ChangePsyfocus(pawn, target);
__instance.Animate(pawn, target);
__instance.PlaySexSound();
if (!__instance.Sexprops.isRape)
{
pawn.GainComfortFromCellIfPossible(false);
if (target is Pawn)
{
(target as Pawn).GainComfortFromCellIfPossible(false);
}
}
if(!__instance.isEndytophile)
{
SexUtility.DrawNude(pawn, false);
}
}
return false;
}
return true;
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/RJWPatches/HarmonyPatch_SexTick.cs
|
C#
|
unknown
| 1,434 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using rjw;
using HarmonyLib;
using Verse;
using RimWorld;
using Verse.AI;
namespace Rimworld_Animations {
[HarmonyPatch(typeof(WorkGiver_Sex), "JobOnThing")]
public static class HarmonyPatch_WorkGiverSex {
public static bool Prefix(ref Job __result, ref Thing t) {
Building_Bed bed = RestUtility.CurrentBed(t as Pawn);
if (bed == null) {
return false;
}
__result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), t as Pawn, bed);
return false;
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/RJWPatches/HarmonyPatch_WorkGiverSex.cs
|
C#
|
unknown
| 706 |
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();
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_JoinInBed.cs
|
C#
|
unknown
| 2,278 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using RimWorld;
using Verse;
using rjw;
namespace Rimworld_Animations {
[HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "Start")]
static class HarmonyPatch_JobDriver_SexBaseInitiator_Start {
public static void Postfix(ref JobDriver_SexBaseInitiator __instance) {
/*
These particular jobs need special code
don't play anim for now
*/
if(__instance is JobDriver_Masturbate || __instance is JobDriver_ViolateCorpse) {
return;
}
Pawn pawn = __instance.pawn;
Building_Bed bed = __instance.Bed;
if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) {
Pawn Target = __instance.Target as Pawn;
bool quickie = (__instance is JobDriver_SexQuick) && AnimationSettings.fastAnimForQuickie;
int preAnimDuration = __instance.duration;
int AnimationTimeTicks = 0;
if (bed != null) {
RerollAnimations(Target, out AnimationTimeTicks, bed as Thing, __instance.Sexprops.sexType, quickie, sexProps: __instance.Sexprops);
}
else {
RerollAnimations(Target, out AnimationTimeTicks, sexType: __instance.Sexprops.sexType, fastAnimForQuickie: quickie, sexProps: __instance.Sexprops);
}
//Modify Orgasm ticks to only orgasm as many times as RJW stock orgasm allows
if(AnimationTimeTicks != 0)
{
__instance.orgasmstick = preAnimDuration * __instance.orgasmstick / AnimationTimeTicks;
}
}
}
public static void RerollAnimations(Pawn pawn, out int AnimationTimeTicks, Thing bed = null, xxx.rjwSextype sexType = xxx.rjwSextype.None, bool fastAnimForQuickie = false, rjw.SexProps sexProps = null) {
AnimationTimeTicks = 0;
if(pawn == null || !(pawn.jobs?.curDriver is JobDriver_SexBaseReciever)) {
Log.Error("Error: Tried to reroll animations when pawn isn't sexing");
return;
}
List<Pawn> pawnsToAnimate = (pawn.jobs.curDriver as JobDriver_SexBaseReciever).parteners.ToList();
if (!pawnsToAnimate.Contains(pawn)) {
pawnsToAnimate = pawnsToAnimate.Append(pawn).ToList();
}
for(int i = 0; i < pawnsToAnimate.Count; i++) {
if(pawnsToAnimate[i].TryGetComp<CompBodyAnimator>() == null) {
Log.Error("Error: " + pawnsToAnimate[i].Name + " of race " + pawnsToAnimate[i].def.defName + " does not have CompBodyAnimator attached!");
break;
}
}
AnimationDef anim = AnimationUtility.tryFindAnimation(ref pawnsToAnimate, sexType, sexProps);
if (anim != null) {
bool mirror = GenTicks.TicksGame % 2 == 0;
IntVec3 pos = pawn.Position;
for (int i = 0; i < anim.actors.Count; i++)
{
pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().isAnimating = false;
}
for (int i = 0; i < pawnsToAnimate.Count; i++) {
if (bed != null)
pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(bed);
else {
pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(pos);
}
bool shiver = pawnsToAnimate[i].jobs.curDriver is JobDriver_SexBaseRecieverRaped;
pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().StartAnimation(anim, pawnsToAnimate, i, mirror, shiver, fastAnimForQuickie);
int animTicks = anim.animationTimeTicks - (fastAnimForQuickie ? anim.animationStages[0].playTimeTicks : 0);
(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_left = animTicks;
(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).sex_ticks = animTicks;
(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).duration = animTicks;
AnimationTimeTicks = animTicks;
if(!AnimationSettings.hearts) {
(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_between_hearts = Int32.MaxValue;
}
}
}
else {
Log.Message("No animation found");
/*
//if pawn isn't already animating,
if (!pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
(pawn.jobs.curDriver as JobDriver_SexBaseReciever).increase_time(duration);
//they'll just do the thrusting anim
}
*/
}
}
}
[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);
}
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseInitiator.cs
|
C#
|
unknown
| 5,583 |
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];
}
}
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs
|
C#
|
unknown
| 983 |
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using RimWorld;
using UnityEngine;
namespace Rimworld_Animations
{
[HarmonyPatch(typeof(PawnRenderer), "DrawHeadHair")]
public static class HarmonyPatch_HeadHair
{
public static void Prefix(ref Vector3 headOffset, ref float angle)
{
}
}
}
|
Starscream/rimworld
|
1.3/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];
}
}
}
}
}
|
Starscream/rimworld
|
1.3/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;
}
}
}
|
Starscream/rimworld
|
1.3/Source/Patches/RimworldPatches/HarmonyPatch_PawnRotation.cs
|
C#
|
unknown
| 757 |
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
[HarmonyPatch(typeof(Pawn_DrawTracker), "DrawPos", MethodType.Getter)]
public static class HarmonyPatch_Pawn_DrawTracker {
public static bool Prefix(ref Pawn ___pawn, ref Vector3 __result) {
CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>();
if (bodyAnim != null && bodyAnim.isAnimating) {
__result = ___pawn.TryGetComp<CompBodyAnimator>().anchor + ___pawn.TryGetComp<CompBodyAnimator>().deltaPos;
return false;
}
return true;
}
}
}
|
Starscream/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;
}
}
}
}
}
|
Starscream/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;
}
}
}
|
Starscream/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;
public static bool offsetTab = false, debugMode = false;
public static float shiverIntensity = 2f;
public static Dictionary<string, Vector2> offsets = new Dictionary<string, Vector2>();
public static Dictionary<string, float> rotation = new Dictionary<string, float>();
public override void ExposeData() {
base.ExposeData();
Scribe_Values.Look(ref debugMode, "RJWAnimations-AnimsDebugMode", false);
Scribe_Values.Look(ref offsetTab, "RJWAnimations-EnableOffsetTab", false);
Scribe_Values.Look(ref controlGenitalRotation, "RJWAnimations-controlGenitalRotation", false);
Scribe_Values.Look(ref orgasmQuiver, "RJWAnimations-orgasmQuiver");
Scribe_Values.Look(ref fastAnimForQuickie, "RJWAnimations-fastAnimForQuickie");
Scribe_Values.Look(ref rapeShiver, "RJWAnimations-rapeShiver");
Scribe_Values.Look(ref hearts, "RJWAnimation-sheartsOnLovin");
Scribe_Values.Look(ref applySemenOnAnimationOrgasm, "RJWAnimations-applySemenOnOrgasm", false);
Scribe_Values.Look(ref soundOverride, "RJWAnimations-rjwAnimSoundOverride", true);
Scribe_Values.Look(ref shiverIntensity, "RJWAnimations-shiverIntensity", 2f);
//todo: save offsetsByDefName
Scribe_Collections.Look(ref offsets, "RJWAnimations-animationOffsets");
Scribe_Collections.Look(ref rotation, "RJWAnimations-rotationOffsets");
//needs to be rewritten
//probably somewhere in options?
}
}
public class RJW_Animations : Mod {
public RJW_Animations(ModContentPack content) : base(content) {
GetSettings<AnimationSettings>();
}
public override void DoSettingsWindowContents(Rect inRect) {
Listing_Standard listingStandard = new Listing_Standard();
listingStandard.Begin(inRect);
listingStandard.CheckboxLabeled("Enable Sound Override", ref AnimationSettings.soundOverride);
listingStandard.CheckboxLabeled("Control Genital Rotation", ref AnimationSettings.controlGenitalRotation);
listingStandard.CheckboxLabeled("Play Fast Animation for Quickie", ref AnimationSettings.fastAnimForQuickie);
listingStandard.CheckboxLabeled("Apply Semen on Animation Orgasm", ref AnimationSettings.applySemenOnAnimationOrgasm);
if(AnimationSettings.applySemenOnAnimationOrgasm) {
listingStandard.Label("Recommended--turn down \"Cum on body percent\" in RJW settings to about 33%");
}
listingStandard.CheckboxLabeled("Enable Orgasm Quiver", ref AnimationSettings.orgasmQuiver);
listingStandard.CheckboxLabeled("Enable Rape Shiver", ref AnimationSettings.rapeShiver);
listingStandard.CheckboxLabeled("Enable hearts during lovin'", ref AnimationSettings.hearts);
listingStandard.CheckboxLabeled("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";
}
}
}
|
Starscream/rimworld
|
1.3/Source/Settings/AnimationSettings.cs
|
C#
|
unknown
| 4,222 |
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;
}
}
}
|
Starscream/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;
}
}
}
|
Starscream/rimworld
|
1.3/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>
|
Starscream/rimworld
|
About/About.xml
|
XML
|
unknown
| 1,844 |
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Manifest>
<identifier>Rimworld-Animations</identifier>
<version>1.2.5</version>
</Manifest>
|
Starscream/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>
|
Starscream/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>
|
Starscream/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>
|
Starscream/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>
|
Starscream/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>
|
Starscream/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>
</loadFolders>
|
Starscream/rimworld
|
LoadFolders.xml
|
XML
|
unknown
| 548 |
<?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>
|
Starscream/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>
|
Starscream/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")]
|
Starscream/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;
}
}
|
Starscream/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());
}
}
}
|
Starscream/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");
}
}
}
}
|
Starscream/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;
}
}
}
}
|
Starscream/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")]
|
Starscream/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>
|
Starscream/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
|
Starscream/rimworld
|
Rimworld-Animations.sln
|
sln
|
unknown
| 2,088 |
/.bundle
/db/*.sqlite3
/db/*.sqlite3-journal
/log/*.log
/tmp
/config/database.yml
/config/justask.yml
.sass-cache/
coverage/
*.swp
\#*#
# Curse you, JetBrains!
.idea/
/public/assets
/public/system
# damn vim backup files
*~
# dont push generated js translations to repository
/public/javascripts/i18n/
# every fucking time, dolphin
.directory
# lookin' at you, OS trash
.DS_Store
Thumbs.DB
|
Sapphire/spring.moe
|
.gitignore
|
Git
|
mit
| 399 |
[submodule "service-docs"]
path = service-docs
url = https://github.com/Retrospring/service-docs.git
[submodule "config/locales"]
path = config/locales
url = https://github.com/Retrospring/locales.git
|
Sapphire/spring.moe
|
.gitmodules
|
none
|
mit
| 205 |
--color
--require spec_helper
|
Sapphire/spring.moe
|
.rspec
|
none
|
mit
| 30 |
language: ruby
cache: bundler
rvm: 2.1
services:
- redis-server
before_script:
- cp config/database.yml.postgres config/database.yml
- cp config/justask.yml.example config/justask.yml
- bundle exec rake db:drop db:create db:migrate db:test:prepare
notifications:
slack:
secure: aXIzsmSiwfwwIjBq759esN2+0jVXHt4XYRmhT6cpvkbtdE4LQapnco7XA3c6hD5LXvR67KZgBQjPcayhaPfbRCWbmmU5IXZyXpH1u+CcGsOZyDsStnGWF+AjYTMhWz3d0t+vbYDk3P4+hqXGvV3gi04a4nqNFI+soohBT919slJt9hqCY/fZYRkpXrn+F+OHSLRwp9R+SSznpwPAxyL0AXcqrRaThHupFtWQCCMTDGDPBfz5oJWzF7cWK+BRar2WIZ3q5lnp7CqTRbOlcpIDnGUMVTFLH7H13h/NZclaqqmgLZ0iCbs6sqN6ZLTVY6HQoUG8qJItEOomFQ6eXMgZ9ZZmINaDINojLjg1b2Y8mrwE6IXtDP9pQ/Hqth0kn1cCW1mQyjvhus+uEJ2N1y4QcZVoHFUCaOj/oEnCb+F8ZGKICtODRNWPEnX1cfLAxK9Hhc6zfkP5GAK9DNxaZNo0Zxvc2eVyS6XnnNzvLFjI7RVju+bJdQarW2nficbawiU8Z0KplKuQCA5yyC2CmKh4wWbBLcNd5y4iqcKIn0pdbc+xCPB89JgOyOfIPemtNpBhev2tffbUCH6hQ2j6C1iDCEZezLW/7oW+SAPGYSySw0uLGeqmB1oLRlDudgJGIITgP+hOhMcOKcQRM7+QwVAgxR2nMGOWAX5HD5aJeCZ+Z3Q=
|
Sapphire/spring.moe
|
.travis.yml
|
YAML
|
mit
| 969 |
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