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############################################################################### # Set default behavior to automatically normalize line endings. ############################################################################### * text=auto ############################################################################### # Set default behavior for command prompt diff. # # This is need for earlier builds of msysgit that does not have it on by # default for csharp files. # Note: This is only used by command line ############################################################################### #*.cs diff=csharp ############################################################################### # Set the merge driver for project and solution files # # Merging from the command prompt will add diff markers to the files if there # are conflicts (Merging from VS is not affected by the settings below, in VS # the diff markers are never inserted). Diff markers may cause the following # file extensions to fail to load in VS. An alternative would be to treat # these files as binary and thus will always conflict and require user # intervention with every merge. To do so, just uncomment the entries below ############################################################################### #*.sln merge=binary #*.csproj merge=binary #*.vbproj merge=binary #*.vcxproj merge=binary #*.vcproj merge=binary #*.dbproj merge=binary #*.fsproj merge=binary #*.lsproj merge=binary #*.wixproj merge=binary #*.modelproj merge=binary #*.sqlproj merge=binary #*.wwaproj merge=binary ############################################################################### # behavior for image files # # image files are treated as binary by default. ############################################################################### #*.jpg binary #*.png binary #*.gif binary ############################################################################### # diff behavior for common document formats # # Convert binary document formats to text before diffing them. This feature # is only available from the command line. Turn it on by uncommenting the # entries below. ############################################################################### #*.doc diff=astextplain #*.DOC diff=astextplain #*.docx diff=astextplain #*.DOCX diff=astextplain #*.dot diff=astextplain #*.DOT diff=astextplain #*.pdf diff=astextplain #*.PDF diff=astextplain #*.rtf diff=astextplain #*.RTF diff=astextplain
escalera666/rimworld
.gitattributes
Git
unknown
2,518
## Ignore Visual Studio temporary files, build results, and ## files generated by popular Visual Studio add-ons. ## ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore # User-specific files *.rsuser *.suo *.user *.userosscache *.sln.docstates # User-specific files (MonoDevelop/Xamarin Studio) *.userprefs # Build results [Dd]ebug/ [Dd]ebugPublic/ [Rr]elease/ [Rr]eleases/ x64/ x86/ [Aa][Rr][Mm]/ [Aa][Rr][Mm]64/ bld/ [Bb]in/ [Oo]bj/ [Ll]og/ # Visual Studio 2015/2017 cache/options directory .vs/ # Uncomment if you have tasks that create the project's static files in wwwroot #wwwroot/ # Visual Studio 2017 auto generated files Generated\ Files/ # MSTest test Results [Tt]est[Rr]esult*/ [Bb]uild[Ll]og.* # NUNIT *.VisualState.xml TestResult.xml # Build Results of an ATL Project [Dd]ebugPS/ [Rr]eleasePS/ dlldata.c # Benchmark Results BenchmarkDotNet.Artifacts/ # .NET Core project.lock.json project.fragment.lock.json artifacts/ # StyleCop StyleCopReport.xml # Files built by Visual Studio *_i.c *_p.c *_h.h *.ilk *.meta *.obj *.iobj *.pch *.pdb *.ipdb *.pgc *.pgd *.rsp *.sbr *.tlb *.tli *.tlh *.tmp *.tmp_proj *_wpftmp.csproj *.log *.vspscc *.vssscc .builds *.pidb *.svclog *.scc # Chutzpah Test files _Chutzpah* # Visual C++ cache files ipch/ *.aps *.ncb *.opendb *.opensdf *.sdf *.cachefile *.VC.db *.VC.VC.opendb # Visual Studio profiler *.psess *.vsp *.vspx *.sap # Visual Studio Trace Files *.e2e # TFS 2012 Local Workspace $tf/ # Guidance Automation Toolkit *.gpState # ReSharper is a .NET coding add-in _ReSharper*/ *.[Rr]e[Ss]harper *.DotSettings.user # JustCode is a .NET coding add-in .JustCode # TeamCity is a build add-in _TeamCity* # DotCover is a Code Coverage Tool *.dotCover # AxoCover is a Code Coverage Tool .axoCover/* !.axoCover/settings.json # Visual Studio code coverage results *.coverage *.coveragexml # NCrunch _NCrunch_* .*crunch*.local.xml nCrunchTemp_* # MightyMoose *.mm.* AutoTest.Net/ # Web workbench (sass) .sass-cache/ # Installshield output folder [Ee]xpress/ # DocProject is a documentation generator add-in DocProject/buildhelp/ DocProject/Help/*.HxT DocProject/Help/*.HxC DocProject/Help/*.hhc DocProject/Help/*.hhk DocProject/Help/*.hhp DocProject/Help/Html2 DocProject/Help/html # Click-Once directory publish/ # Publish Web Output *.[Pp]ublish.xml *.azurePubxml # Note: Comment the next line if you want to checkin your web deploy settings, # but database connection strings (with potential passwords) will be unencrypted *.pubxml *.publishproj # Microsoft Azure Web App publish settings. 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escalera666/rimworld
.gitignore
Git
unknown
6,362
<?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> </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> </modDependencies> <loadAfter> <li>UnlimitedHugs.HugsLib</li> <li>brrainz.harmony</li> <li>rim.job.world</li> </loadAfter> <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>
escalera666/rimworld
About/About.xml
XML
unknown
1,440
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Manifest> <identifier>Rimworld-Animations</identifier> <version>1.1.2</version> </Manifest>
escalera666/rimworld
About/Manifest.xml
XML
unknown
155
<?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> 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<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> 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<bodyOffsetX>-0.489136577</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>10</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.24524799</bodyOffsetZ> <bodyOffsetX>-0.358849227</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>175.467651</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.2123042</bodyOffsetZ> <bodyOffsetX>-0.5309518</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <soundEffect>Fuck</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>177.981537</bodyAngle> <headAngle>0</headAngle> <genitalAngle>0</genitalAngle> 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<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>
escalera666/rimworld
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 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<bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-3.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Faster</stageName> <isLooping>True</isLooping> <playTimeTicks>360</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>True</isLooping> <playTimeTicks>639</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <quiver>True</quiver> <tickDuration>80</tickDuration> <bodyAngle>-97.90959</bodyAngle> <headAngle>-69.72717</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.0259781852</bodyOffsetZ> <bodyOffsetX>-0.445601642</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <soundEffect>Cum</soundEffect> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-99.80413</bodyAngle> <headAngle>-94.4023743</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.01950606</bodyOffsetZ> <bodyOffsetX>-0.447728932</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-87.3645554</bodyAngle> <headAngle>-69.70276</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.06923838</bodyOffsetZ> <bodyOffsetX>-0.440020353</bodyOffsetX> <headBob>0</headBob> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>15</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> <li> <tickDuration>80</tickDuration> <bodyAngle>-35.8792953</bodyAngle> <headAngle>-9.312592</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.03684573</bodyOffsetZ> <bodyOffsetX>0.4285702</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>-38.5277061</bodyAngle> <headAngle>-1.13140869</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>0.0376501828</bodyOffsetZ> <bodyOffsetX>0.42935127</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-47.9400826</bodyAngle> <headAngle>-21.93164</headAngle> <genitalAngle>0</genitalAngle> <bodyOffsetZ>-0.04209958</bodyOffsetZ> <bodyOffsetX>0.467844343</bodyOffsetX> <headBob>0</headBob> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <soundEffect>Slimy</soundEffect> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
escalera666/rimworld
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>
escalera666/rimworld
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> <isFucking>true</isFucking> <initiator>true</initiator> </li> <li> <defNames> <li>Human</li> </defNames> <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> <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> <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> <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> <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> <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> <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> <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> <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> <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> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <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>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> <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>
escalera666/rimworld
Defs/AnimationDefs/Animations_Multi.xml
XML
unknown
23,812
<?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>
escalera666/rimworld
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> <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> <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> </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> <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> </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> <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> </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> <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> <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> <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> </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> <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> <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> </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> <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> <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> <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> <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> <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> <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> <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> <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> <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> <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> <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> <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> <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>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>-0.313</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>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>
escalera666/rimworld
Defs/AnimationDefs/Animations_vanilla.xml
XML
unknown
97,052
<?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>
escalera666/rimworld
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>
escalera666/rimworld
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>
escalera666/rimworld
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>
escalera666/rimworld
Defs/SoundDefs/Sounds_Sex.xml
XML
unknown
5,651
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <loadFolders> <default> <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> </default> </loadFolders>
escalera666/rimworld
LoadFolders.xml
XML
unknown
313
<?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>
escalera666/rimworld
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")]
escalera666/rimworld
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); } } } }
escalera666/rimworld
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>
escalera666/rimworld
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> -->
escalera666/rimworld
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>
escalera666/rimworld
Patches/CompatibilityPatch_HCSK.xml
XML
unknown
1,060
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")]
escalera666/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>1.2\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\1.2\Assemblies\AlienRace.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp, Version=1.1.7397.36407, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW"> <HintPath>..\rjw-master\1.2\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, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Source\Actors\Actor.cs" /> <Compile Include="Source\Actors\AlienRaceOffset.cs" /> <Compile Include="Source\Actors\BodyTypeOffset.cs" /> <Compile Include="Source\Animations\AnimationStage.cs" /> <Compile Include="Source\Animations\Clips\BaseAnimationClip.cs" /> <Compile Include="Source\Animations\Clips\PawnAnimationClip.cs" /> <Compile Include="Source\Animations\Clips\ThingAnimationClip.cs" /> <Compile Include="Source\Animations\Keyframes\Keyframe.cs" /> <Compile Include="Source\Animations\Keyframes\PawnKeyframe.cs" /> <Compile Include="Source\Animations\Keyframes\ThingKeyframe.cs" /> <Compile Include="Source\AnimationUtility.cs" /> <Compile Include="Source\Comps\CompBodyAnimator.cs" /> <Compile Include="Source\Comps\CompProperties_BodyAnimator.cs" /> <Compile Include="Source\Comps\CompProperties_ThingAnimator.cs" /> <Compile Include="Source\Comps\CompThingAnimator.cs" /> <Compile Include="Source\Defs\AnimationDef.cs" /> <Compile Include="Source\JobDrivers\JobDriver_SexBaseRecieverLovedForAnimation.cs" /> <Compile Include="Source\JobDrivers\JobDriver_SexCasualForAnimation.cs" /> <Compile Include="Source\MainTabWindows\WorldComponent_UpdateMainTab.cs" /> <Compile Include="Source\MainTabWindows\MainTabWindow_OffsetConfigure.cs" /> <Compile Include="Source\MainTabWindows\OffsetMainButtonDefOf.cs" /> <Compile Include="Source\Patches\HarmonyPatch_AlienRace.cs" /> <Compile Include="Source\Patches\HarmonyPatch_CSL.cs" /> <Compile Include="Source\Patches\HarmonyPatch_DontShaveYourHead.cs" /> <Compile Include="Source\Patches\HarmonyPatch_FacialAnimation.cs" /> <Compile Include="Source\Patches\HarmonyPatch_HatsDisplaySelection.cs" /> <Compile Include="Source\Patches\HarmonyPatch_PawnRenderer.cs" /> <Compile Include="Source\Patches\HarmonyPatch_PawnRotation.cs" /> <Compile Include="Source\Patches\HarmonyPatch_Pawn_DrawTracker.cs" /> <Compile Include="Source\Patches\HarmonyPatch_ShowHairWithHats.cs" /> <Compile Include="Source\Patches\Harmony_PatchAll.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_DoLovinAnimationPatch.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_DrawSemen.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_JobDriver_SexBaseInitiator.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_JoinInBedGiveJob.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_PlayAnimJoinInBedRMB.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_PlaySexSounds.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_SexTick.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_WorkGiverSex.cs" /> <Compile Include="Source\Settings\AnimationSettings.cs" /> </ItemGroup> <ItemGroup> <Content Include="About\About.xml" /> <Content Include="About\Manifest.xml" /> <Content Include="Defs\AnimationDefs\Animations_Beast.xml" /> <Content Include="Defs\AnimationDefs\Animations_Lesbian.xml" /> <Content Include="Defs\AnimationDefs\Animations_Masturbate.xml" /> <Content Include="Defs\AnimationDefs\Animations_Multi.xml" /> <Content Include="Defs\AnimationDefs\Animations_vanilla.xml" /> <Content Include="Defs\AnimationDefs\Animations_Vanilla2.xml" /> <Content Include="Defs\JobDefs\Jobs_SexForAnim.xml" /> <Content Include="Defs\MainTabDefs\MainButtonDef.xml" /> <Content Include="Defs\SoundDefs\Sounds_Sex.xml" /> <Content Include="LoadFolders.xml" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
escalera666/rimworld
Rimworld-Animations.csproj
csproj
unknown
7,109
 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 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}.Debug|Any CPU.Build.0 = 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 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {7E01292A-D76F-4CA3-AA64-085B84ECD905} EndGlobalSection EndGlobal
escalera666/rimworld
Rimworld-Animations.sln
sln
unknown
1,644
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); } }
escalera666/rimworld
Source/Actors/Actor.cs
C#
unknown
778
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; } }
escalera666/rimworld
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; } }
escalera666/rimworld
Source/Actors/BodyTypeOffset.cs
C#
unknown
366
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using UnityEngine; using Verse; using Verse.AI; 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) { participants = participants.OrderBy(p => p.jobs.curDriver is rjw.JobDriver_SexBaseInitiator) .OrderBy(p => p == sexProps.Giver) .OrderByDescending(p => rjw.GenderHelper.GetSex(p) == rjw.GenderHelper.Sex.futa) .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].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.DictionaryKey)); if (optionsWithInteractionType.Any()) { if (AnimationSettings.debugMode) Log.Message("Selecting animation for interaction type " + sexProps.DictionaryKey.defName + "..."); 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 RenderPawnHeadMeshInAnimation(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool portrait, Pawn pawn) { if(pawn == null || pawn.Map != Find.CurrentMap) { 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.y = loc.y; GenDraw.DrawMeshNowOrLater(mesh, pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, portrait); } } 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; } } }
escalera666/rimworld
Source/AnimationUtility.cs
C#
unknown
11,321
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; } } } } }
escalera666/rimworld
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 List<ThingDef> types; //types of participants public int duration; public abstract void buildSimpleCurves(); public string soundDef = null; //for playing sounds public int actor; } }
escalera666/rimworld
Source/Animations/Clips/BaseAnimationClip.cs
C#
unknown
466
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, string> SoundEffects = new Dictionary<int, string>(); 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; } } } } }
escalera666/rimworld
Source/Animations/Clips/PawnAnimationClip.cs
C#
unknown
4,805
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class ThingAnimationClip : BaseAnimationClip { public List<ThingKeyframe> keyframes; public override void buildSimpleCurves() { } } }
escalera666/rimworld
Source/Animations/Clips/ThingAnimationClip.cs
C#
unknown
331
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; } }
escalera666/rimworld
Source/Animations/Keyframes/Keyframe.cs
C#
unknown
256
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 string soundEffect; public bool? quiver; public float? atTick; } }
escalera666/rimworld
Source/Animations/Keyframes/PawnKeyframe.cs
C#
unknown
624
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class ThingKeyframe : Keyframe { } }
escalera666/rimworld
Source/Animations/Keyframes/ThingKeyframe.cs
C#
unknown
208
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 => 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; 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; curStage = fastAnimForQuickie ? 1 : 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) { if (pawn.Dead || pawn?.jobs?.curDriver == null || (pawn?.jobs?.curDriver != null && !(pawn?.jobs?.curDriver is rjw.JobDriver_Sex))) { isAnimating = false; } else { tickAnim(); } } } public void animatePawn(ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing, ref Rot4 headFacing) { if(!isAnimating) { return; } rootLoc = anchor + deltaPos; angle = bodyAngle; bodyFacing = this.bodyFacing; headFacing = 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() { 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)) { Pawn partner = (pawn.jobs.curDriver as JobDriver_Sex)?.Partner; if (anim.sexTypes.Contains((pawn.jobs.curDriver as JobDriver_Sex).sexType)) { SemenHelper.calculateAndApplySemen(pawn, partner, (pawn.jobs.curDriver as JobDriver_Sex).sexType); } } } 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)); if (AnimationSettings.offsets != null && AnimationSettings.offsets.ContainsKey(CurrentAnimation.defName + pawn.def.defName + ActorIndex)) { deltaPos.x += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + ActorIndex].x * (mirror ? -1 : 1); deltaPos.z += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + 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 + ActorIndex)) { float offsetRotation = AnimationSettings.rotation[CurrentAnimation.defName + pawn.def.defName + 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 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 Animating, "RJWAnimations-Animating"); 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(); } } }
escalera666/rimworld
Source/Comps/CompBodyAnimator.cs
C#
unknown
18,152
 using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; namespace Rimworld_Animations { class CompProperties_BodyAnimator : CompProperties { public CompProperties_BodyAnimator() { base.compClass = typeof(CompBodyAnimator); } } }
escalera666/rimworld
Source/Comps/CompProperties_BodyAnimator.cs
C#
unknown
364
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { class CompProperties_ThingAnimator { } }
escalera666/rimworld
Source/Comps/CompProperties_ThingAnimator.cs
C#
unknown
205
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { class CompThingAnimator { } }
escalera666/rimworld
Source/Comps/CompThingAnimator.cs
C#
unknown
194
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<InteractionDef> interactionDefTypes = null; public override void PostLoad() { base.PostLoad(); foreach(AnimationStage stage in animationStages) { stage.initialize(); animationTimeTicks += stage.playTimeTicks; } } } }
escalera666/rimworld
Source/Defs/AnimationDef.cs
C#
unknown
795
using System.Collections.Generic; using RimWorld; using Verse; using Verse.AI; using System; using rjw; namespace Rimworld_Animations { public class JobDriver_SexBaseRecieverLovedForAnimation : JobDriver_SexBaseReciever { public readonly TargetIndex ipartner = TargetIndex.A; public readonly TargetIndex ibed = TargetIndex.B; public override bool TryMakePreToilReservations(bool errorOnFailed) { return base.TryMakePreToilReservations(errorOnFailed); } protected override IEnumerable<Toil> MakeNewToils() { setup_ticks(); float partner_ability = xxx.get_sex_ability(Partner); // More/less hearts based on partner ability. if (partner_ability < 0.8f) ticks_between_thrusts += 100; else if (partner_ability > 2.0f) ticks_between_thrusts -= 25; // More/less hearts based on opinion. if (pawn.relations.OpinionOf(Partner) < 0) ticks_between_hearts += 50; else if (pawn.relations.OpinionOf(Partner) > 60) ticks_between_hearts -= 25; parteners.Add(Partner);// add job starter, so this wont fail, before Initiator starts his job //--Log.Message("[RJW]JobDriver_GettinLoved::MakeNewToils is called"); this.FailOnDespawnedOrNull(ipartner); this.FailOn(() => !Partner.health.capacities.CanBeAwake); this.FailOn(() => pawn.Drafted); this.KeepLyingDown(ibed); yield return Toils_Reserve.Reserve(ipartner, 1, 0); yield return Toils_Reserve.Reserve(ibed, Bed.SleepingSlotsCount, 0); Toil get_loved = new Toil(); get_loved.FailOn(() => { for (int i = 0; i < parteners.Count; i++) { if (parteners[i].CurJobDef != DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true)) { return true; } } return false; }); get_loved.defaultCompleteMode = ToilCompleteMode.Never; get_loved.socialMode = RandomSocialMode.Off; get_loved.handlingFacing = true; get_loved.AddPreTickAction(delegate { if (pawn.IsHashIntervalTick(ticks_between_hearts)) MoteMaker.ThrowMetaIcon(pawn.Position, pawn.Map, ThingDefOf.Mote_Heart); }); get_loved.AddEndCondition(() => { if (parteners.Count <= 0) { return JobCondition.Succeeded; } return JobCondition.Ongoing; }); get_loved.AddFinishAction(delegate { if (xxx.is_human(pawn)) pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); }); yield return get_loved; } } }
escalera666/rimworld
Source/JobDrivers/JobDriver_SexBaseRecieverLovedForAnimation.cs
C#
unknown
2,445
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 { class JobDriver_SexCasualForAnimation : JobDriver_SexBaseInitiator { public readonly TargetIndex ipartner = TargetIndex.A; public readonly TargetIndex ibed = TargetIndex.B; public override bool TryMakePreToilReservations(bool errorOnFailed) { return pawn.Reserve(Target, job, xxx.max_rapists_per_prisoner, 0, null, errorOnFailed); } protected override IEnumerable<Toil> MakeNewToils() { setup_ticks(); this.FailOnDespawnedOrNull(ipartner); this.FailOnDespawnedOrNull(ibed); this.FailOn(() => !Partner.health.capacities.CanBeAwake); yield return Toils_Reserve.Reserve(ipartner, xxx.max_rapists_per_prisoner, 0, null); Toil goToPawnInBed = Toils_Goto.GotoThing(ipartner, PathEndMode.OnCell); goToPawnInBed.FailOn(() => !RestUtility.InBed(Partner) && Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("GettinLovedAnimation") && !xxx.in_same_bed(Partner, pawn)); yield return goToPawnInBed; Toil startPartnerSex = new Toil(); startPartnerSex.initAction = delegate { if(Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("GettinLovedAnimation")) // allows threesomes { Job gettinLovedJob = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("GettinLovedAnimation"), pawn, Bed); // new gettin loved toil that wakes up the pawn goes here Partner.jobs.jobQueue.EnqueueFirst(gettinLovedJob); Partner.jobs.EndCurrentJob(JobCondition.InterruptForced); } }; yield return startPartnerSex; Toil sexToil = new Toil(); sexToil.FailOn(() => (Partner.CurJobDef == null) || Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("GettinLovedAnimation", true)); //partner jobdriver is not sexbaserecieverlovedforanim sexToil.socialMode = RandomSocialMode.Off; sexToil.defaultCompleteMode = ToilCompleteMode.Never; sexToil.handlingFacing = true; sexToil.initAction = delegate { usedCondom = (CondomUtility.TryUseCondom(base.pawn) || CondomUtility.TryUseCondom(Partner)); Start(); }; sexToil.AddPreTickAction(delegate { if(!Partner.TryGetComp<CompBodyAnimator>().isAnimating) { pawn.TryGetComp<CompBodyAnimator>().isAnimating = false; } if(Gen.IsHashIntervalTick(pawn, ticks_between_hearts)) { MoteMaker.ThrowMetaIcon(pawn.Position, pawn.Map, ThingDefOf.Mote_Heart); } SexTick(pawn, Partner); SexUtility.reduce_rest(Partner); SexUtility.reduce_rest(pawn, 2); if (ticks_left <= 0) ReadyForNextToil(); }); sexToil.AddFinishAction(delegate { End(); }); yield return sexToil; Toil finish = new Toil(); finish.initAction = delegate { SexUtility.ProcessSex(pawn, Partner, usedCondom, isRape, isCoreLovin: false, isWhoring, sexType); }; finish.defaultCompleteMode = ToilCompleteMode.Instant; yield return finish; } } }
escalera666/rimworld
Source/JobDrivers/JobDriver_SexCasualForAnimation.cs
C#
unknown
3,620
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; if (AnimationSettings.offsets.ContainsKey(def.defName + curPawn.def.defName + ActorIndex)) { offsetX = AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex].x; offsetZ = AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex].y; } else { AnimationSettings.offsets.Add(def.defName + curPawn.def.defName + ActorIndex, new Vector2(0, 0)); } if (AnimationSettings.rotation.ContainsKey(def.defName + curPawn.def.defName + ActorIndex)) { rotation = AnimationSettings.rotation[def.defName + curPawn.def.defName + ActorIndex]; } else { AnimationSettings.rotation.Add(def.defName + curPawn.def.defName + ActorIndex, 0); } listingStandard.Label("Name: " + curPawn.Name + " Race: " + curPawn.def.defName + " Actor Index: " + curPawn.TryGetComp<CompBodyAnimator>().ActorIndex + " 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"); } listingStandard.Label("X Offset: " + offsetX); offsetX = listingStandard.Slider(offsetX, -10, 10); listingStandard.Label("Z Offset: " + offsetZ); offsetZ = listingStandard.Slider(offsetZ, -10, 10); listingStandard.Label("Rotation: " + 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 + ActorIndex].x || offsetZ != AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex].y) { AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex] = new Vector2(offsetX, offsetZ); } if(rotation != AnimationSettings.rotation[def.defName + curPawn.def.defName + ActorIndex]) { AnimationSettings.rotation[def.defName + curPawn.def.defName + ActorIndex] = rotation; } } } else { listingStandard.Label("Select a pawn currently in an animation to change their offsets"); } listingStandard.End(); base.DoWindowContents(inRect); } 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(); } } }
escalera666/rimworld
Source/MainTabWindows/MainTabWindow_OffsetConfigure.cs
C#
unknown
6,028
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)); } } }
escalera666/rimworld
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; } } }
escalera666/rimworld
Source/MainTabWindows/WorldComponent_UpdateMainTab.cs
C#
unknown
547
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 () { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Humanoid Alien Races 2.0")) { (new Harmony("rjw")).Patch(AccessTools.Method(typeof(PawnGraphicSet), "ResolveApparelGraphics"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_StopResolveAllGraphicsWhileSex"))); (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("AlienRace.HarmonyPatches"), "DrawAddons"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_AnimateHeadAddons"))); } }))(); } catch (TypeLoadException ex) { } } public static bool Prefix_StopResolveAllGraphicsWhileSex(ref Pawn ___pawn) { if(___pawn.TryGetComp<CompBodyAnimator>() != null && ___pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return false; } return true; } public static bool Prefix_AnimateHeadAddons(bool portrait, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation, bool invisible) { if (portrait || pawn.TryGetComp<CompBodyAnimator>() == null || !pawn.TryGetComp<CompBodyAnimator>().isAnimating) return true; if (!(pawn.def is ThingDef_AlienRace alienProps) || invisible) return false; List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons; AlienPartGenerator.AlienComp alienComp = 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; AlienPartGenerator.RotationOffset offset; if (ba.drawnInBed || ba.alignWithHead) { offset = pawnAnimator.headFacing == Rot4.South ? ba.offsets.south : pawnAnimator.headFacing == Rot4.North ? ba.offsets.north : pawnAnimator.headFacing == Rot4.East ? ba.offsets.east : ba.offsets.west; } else { offset = rotation == Rot4.South ? ba.offsets.south : rotation == Rot4.North ? ba.offsets.north : rotation == Rot4.East ? ba.offsets.east : ba.offsets.west; } Vector2 bodyOffset = (portrait ? offset?.portraitBodyTypes ?? offset?.bodyTypes : offset?.bodyTypes)?.FirstOrDefault(predicate: to => to.bodyType == pawn.story.bodyType) ?.offset ?? Vector2.zero; Vector2 crownOffset = (portrait ? offset?.portraitCrownTypes ?? offset?.crownTypes : offset?.crownTypes)?.FirstOrDefault(predicate: to => to.crownType == alienComp.crownType) ?.offset ?? Vector2.zero; //Defaults for tails //south 0.42f, -0.3f, -0.22f //north 0f, 0.3f, -0.55f //east -0.42f, -0.3f, -0.22f float moffsetX = 0.42f; float moffsetZ = -0.22f; float layerOffset = offset?.layerOffset ?? ba.layerOffset; float moffsetY = ba.inFrontOfBody ? 0.3f + ba.layerOffset : -0.3f - ba.layerOffset; float num = ba.angle; if (((ba.drawnInBed || ba.alignWithHead) ? pawnAnimator.headFacing : rotation) == Rot4.North) { moffsetX = 0f; if (ba.layerInvert) moffsetY = -moffsetY; moffsetZ = -0.55f; num = 0; } moffsetX += bodyOffset.x + crownOffset.x; moffsetZ += bodyOffset.y + crownOffset.y; if (((ba.drawnInBed || ba.alignWithHead) ? pawnAnimator.headFacing : rotation) == Rot4.East) { moffsetX = -moffsetX; num = -num; //Angle } Vector3 offsetVector = new Vector3(x: moffsetX, y: moffsetY, z: moffsetZ); //Angle calculation to not pick the shortest, taken from Quaternion.Angle and modified //assume drawnInBed means headAddon Graphic addonGraphic = alienComp.addonGraphics[i]; addonGraphic.drawSize = (portrait && ba.drawSizePortrait != Vector2.zero ? ba.drawSizePortrait : ba.drawSize) * (ba.scaleWithPawnDrawsize ? alienComp.customDrawSize : Vector2.one) * 1.5f; if ((ba.drawnInBed || ba.alignWithHead) && pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) { Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up); Rot4 headRotInAnimation = pawnAnimator.headFacing; Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition() - pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing).RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f); GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation + (ba.alignWithHead ? headOffset : Vector3.zero) + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), drawNow: portrait); } else { Quaternion addonRotation = quat; 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, axis: Vector3.up); } GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: quat)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), drawNow: portrait); } } return false; } } }
escalera666/rimworld
Source/Patches/HarmonyPatch_AlienRace.cs
C#
unknown
6,357
/* 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]; } } } } }*/
escalera666/rimworld
Source/Patches/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) { } } } } }
escalera666/rimworld
Source/Patches/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; } */ } }
escalera666/rimworld
Source/Patches/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].OperandIs(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]; } } } } }
escalera666/rimworld
Source/Patches/HarmonyPatch_HatsDisplaySelection.cs
C#
unknown
3,198
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(Rot4), typeof(RotDrawMode), typeof(bool), typeof(bool), typeof(bool) } )] 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, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) { PawnGraphicSet graphics = __instance.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); } } } [StaticConstructorOnStartup] public static class HarmonyPatch_Animate { static HarmonyPatch_Animate() { // hats display selection patch -- broken if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Hats Display Selection")) { HarmonyPatch_HatsDisplaySelection.PatchHatsDisplaySelectionArgs(); } else { PatchRimworldFunctionsNormally(); } //PatchRimworldFunctionsNormally(); } static void PatchRimworldFunctionsNormally() { (new Harmony("rjw")).Patch(AccessTools.Method(typeof(PawnRenderer), "RenderPawnInternal", parameters: new Type[] { typeof(Vector3), typeof(float), typeof(bool), typeof(Rot4), typeof(Rot4), typeof(RotDrawMode), typeof(bool), typeof(bool), typeof(bool) }), transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_Animate), "Transpiler"))); } [HarmonyAfter(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })] [HarmonyReversePatch(HarmonyReversePatchType.Snapshot)] public static IEnumerable<CodeInstruction> Transpiler(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.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) })); } //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]; } } } } }
escalera666/rimworld
Source/Patches/HarmonyPatch_PawnRenderer.cs
C#
unknown
3,826
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; } } }
escalera666/rimworld
Source/Patches/HarmonyPatch_PawnRotation.cs
C#
unknown
756
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; } } }
escalera666/rimworld
Source/Patches/HarmonyPatch_Pawn_DrawTracker.cs
C#
unknown
764
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]; } } } } }
escalera666/rimworld
Source/Patches/HarmonyPatch_ShowHairWithHats.cs
C#
unknown
1,926
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()); } } }
escalera666/rimworld
Source/Patches/Harmony_PatchAll.cs
C#
unknown
456
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 Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobGiver_DoLovin), "TryGiveJob")] public static class HarmonyPatch_DoLovinAnimationPatch { public static void Postfix(ref Pawn pawn, ref Job __result) { if(__result != null) { Pawn partnerInMyBed = LovePartnerRelationUtility.GetPartnerInMyBed(pawn); RestUtility.WakeUp(pawn); __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), partnerInMyBed, partnerInMyBed.CurrentBed()); } } } }
escalera666/rimworld
Source/Patches/rjwPatches/HarmonyPatch_DoLovinAnimationPatch.cs
C#
unknown
766
/* * Todo: Ask to make SemenSplatch and DrawSemen public * * * using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using rjw; using HarmonyLib; namespace Rimworld_Animations { [HarmonyPatch("DrawSemen")] public static class HarmonyPatch_DrawSemen { public static void Prefix(ref Dictionary<string, SemenSplatch>) { } } }*/
escalera666/rimworld
Source/Patches/rjwPatches/HarmonyPatch_DrawSemen.cs
C#
unknown
428
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 is JobDriver_BestialityForFemale) bed = (__instance as JobDriver_BestialityForFemale).Bed; else if (__instance is JobDriver_WhoreIsServingVisitors) { bed = (__instance as JobDriver_WhoreIsServingVisitors).Bed; } else if (__instance is JobDriver_SexCasualForAnimation) { bed = (__instance as JobDriver_SexCasualForAnimation).Bed; } else if (__instance is JobDriver_Masturbate) bed = (__instance as JobDriver_Masturbate).Bed; else if (__instance is JobDriver_Rape) bed = (__instance?.Partner?.jobs?.curDriver as JobDriver_Sex)?.Bed; */ if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) { Pawn Target = __instance.Target as Pawn; if (!(Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Contains(pawn)) { (Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Add(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.sexType, quickie, sexProps: __instance.Sexprops); } else { RerollAnimations(Target, out AnimationTimeTicks, sexType: __instance.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); (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_left = anim.animationTimeTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).sex_ticks = anim.animationTimeTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).duration = anim.animationTimeTicks; AnimationTimeTicks = anim.animationTimeTicks; 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); } } } }
escalera666/rimworld
Source/Patches/rjwPatches/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
6,284
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using rjw; using Verse; using Verse.AI; using RimWorld; using HarmonyLib; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobGiver_JoinInBed), "TryGiveJob")] public static class HarmonyPatch_JoinInBedGiveJob { public static bool Prefix(ref Job __result, ref Pawn pawn) { __result = null; if (!RJWHookupSettings.HookupsEnabled) return false; if (pawn.Drafted) return false; if (!SexUtility.ReadyForHookup(pawn)) return false; // We increase the time right away to prevent the fairly expensive check from happening too frequently SexUtility.IncreaseTicksToNextHookup(pawn); // If the pawn is a whore, or recently had sex, skip the job unless they're really horny if (!xxx.is_frustrated(pawn) && (xxx.is_whore(pawn) || !SexUtility.ReadyForLovin(pawn))) return false; // This check attempts to keep groups leaving the map, like guests or traders, from turning around to hook up if (pawn.mindState?.duty?.def == DutyDefOf.TravelOrLeave) { // TODO: Some guest pawns keep the TravelOrLeave duty the whole time, I think the ones assigned to guard the pack animals. // That's probably ok, though it wasn't the intention. if (RJWSettings.DebugLogJoinInBed) ModLog.Message($"JoinInBed.TryGiveJob:({xxx.get_pawnname(pawn)}): has TravelOrLeave, no time for lovin [ANIM JOBGIVER]!"); return false; } if ((pawn.CurJob == null || pawn.CurJob.def == JobDefOf.LayDown) && CasualSex_Helper.CanHaveSex(pawn)) { //--Log.Message(" finding partner"); Pawn partner = CasualSex_Helper.find_partner(pawn, pawn.Map, bedsex: true); //--Log.Message(" checking partner"); if (partner == null) return false; // Can never be null, since find checks for bed. Building_Bed bed = partner.CurrentBed(); // Interrupt current job. if (pawn.CurJob != null && pawn.jobs.curDriver != null) pawn.jobs.curDriver.EndJobWith(JobCondition.InterruptForced); __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), partner, bed); return false; } return false; } } }
escalera666/rimworld
Source/Patches/rjwPatches/HarmonyPatch_JoinInBedGiveJob.cs
C#
unknown
2,236
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using Verse.AI; using rjw; using HarmonyLib; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Pawn_JobTracker), "TryTakeOrderedJob")] class HarmonyPatch_PlayAnimJoinInBedRMB { public static void Prefix(ref Job job) { if(job.def == xxx.casual_sex) { if (AnimationSettings.debugMode || RJWSettings.DevMode) Log.Message("Replacing vanilla RJW JoinInBed JobDriver for animation JobDriver"); job = new Job(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), job.targetA, job.targetB, job.targetC); } } } }
escalera666/rimworld
Source/Patches/rjwPatches/HarmonyPatch_PlayAnimJoinInBedRMB.cs
C#
unknown
767
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; } } }
escalera666/rimworld
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.isRape) { pawn.GainComfortFromCellIfPossible(false); if (target is Pawn) { (target as Pawn).GainComfortFromCellIfPossible(false); } } if(!__instance.isEndytophile) { SexUtility.DrawNude(pawn, false); } } return false; } return true; } } }
escalera666/rimworld
Source/Patches/rjwPatches/HarmonyPatch_SexTick.cs
C#
unknown
1,425
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; } } }
escalera666/rimworld
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 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"; } } }
escalera666/rimworld
Source/Settings/AnimationSettings.cs
C#
unknown
4,222
############################################################################### # Set default behavior to automatically normalize line endings. ############################################################################### * text=auto ############################################################################### # Set default behavior for command prompt diff. # # This is need for earlier builds of msysgit that does not have it on by # default for csharp files. # Note: This is only used by command line ############################################################################### #*.cs diff=csharp ############################################################################### # Set the merge driver for project and solution files # # Merging from the command prompt will add diff markers to the files if there # are conflicts (Merging from VS is not affected by the settings below, in VS # the diff markers are never inserted). Diff markers may cause the following # file extensions to fail to load in VS. An alternative would be to treat # these files as binary and thus will always conflict and require user # intervention with every merge. To do so, just uncomment the entries below ############################################################################### #*.sln merge=binary #*.csproj merge=binary #*.vbproj merge=binary #*.vcxproj merge=binary #*.vcproj merge=binary #*.dbproj merge=binary #*.fsproj merge=binary #*.lsproj merge=binary #*.wixproj merge=binary #*.modelproj merge=binary #*.sqlproj merge=binary #*.wwaproj merge=binary ############################################################################### # behavior for image files # # image files are treated as binary by default. ############################################################################### #*.jpg binary #*.png binary #*.gif binary ############################################################################### # diff behavior for common document formats # # Convert binary document formats to text before diffing them. This feature # is only available from the command line. Turn it on by uncommenting the # entries below. ############################################################################### #*.doc diff=astextplain #*.DOC diff=astextplain #*.docx diff=astextplain #*.DOCX diff=astextplain #*.dot diff=astextplain #*.DOT diff=astextplain #*.pdf diff=astextplain #*.PDF diff=astextplain #*.rtf diff=astextplain #*.RTF diff=astextplain
kintest/rimworld
.gitattributes
Git
unknown
2,518
## Ignore Visual Studio temporary files, build results, and ## files generated by popular Visual Studio add-ons. ## ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore # User-specific files *.rsuser *.suo *.user *.userosscache *.sln.docstates # User-specific files (MonoDevelop/Xamarin Studio) *.userprefs # Build results [Dd]ebug/ [Dd]ebugPublic/ [Rr]elease/ [Rr]eleases/ x64/ x86/ [Aa][Rr][Mm]/ [Aa][Rr][Mm]64/ bld/ [Bb]in/ [Oo]bj/ [Ll]og/ # Visual Studio 2015/2017 cache/options directory .vs/ # Uncomment if you have tasks that create the project's static files in wwwroot #wwwroot/ # Visual Studio 2017 auto generated files Generated\ Files/ # MSTest test Results [Tt]est[Rr]esult*/ [Bb]uild[Ll]og.* # NUNIT *.VisualState.xml TestResult.xml # Build Results of an ATL Project [Dd]ebugPS/ [Rr]eleasePS/ dlldata.c # Benchmark Results BenchmarkDotNet.Artifacts/ # .NET Core project.lock.json project.fragment.lock.json artifacts/ # StyleCop StyleCopReport.xml # Files built by Visual Studio *_i.c *_p.c *_h.h *.ilk *.meta *.obj *.iobj *.pch *.pdb *.ipdb *.pgc *.pgd *.rsp *.sbr *.tlb *.tli *.tlh *.tmp *.tmp_proj *_wpftmp.csproj *.log *.vspscc *.vssscc .builds *.pidb *.svclog *.scc # Chutzpah Test files _Chutzpah* # Visual C++ cache files ipch/ *.aps *.ncb *.opendb *.opensdf *.sdf *.cachefile *.VC.db *.VC.VC.opendb # Visual Studio profiler *.psess *.vsp *.vspx *.sap # Visual Studio Trace Files *.e2e # TFS 2012 Local Workspace $tf/ # Guidance Automation Toolkit *.gpState # ReSharper is a .NET coding add-in _ReSharper*/ *.[Rr]e[Ss]harper *.DotSettings.user # JustCode is a .NET coding add-in .JustCode # TeamCity is a build add-in _TeamCity* # DotCover is a Code Coverage Tool *.dotCover # AxoCover is a Code Coverage Tool .axoCover/* !.axoCover/settings.json # Visual Studio code coverage results *.coverage *.coveragexml # NCrunch _NCrunch_* .*crunch*.local.xml nCrunchTemp_* # MightyMoose *.mm.* AutoTest.Net/ # Web workbench (sass) .sass-cache/ # Installshield output folder [Ee]xpress/ # DocProject is a documentation generator add-in DocProject/buildhelp/ DocProject/Help/*.HxT DocProject/Help/*.HxC DocProject/Help/*.hhc DocProject/Help/*.hhk DocProject/Help/*.hhp DocProject/Help/Html2 DocProject/Help/html # Click-Once directory publish/ # Publish Web Output *.[Pp]ublish.xml *.azurePubxml # Note: Comment the next line if you want to checkin your web deploy settings, # but database connection strings (with potential passwords) will be unencrypted *.pubxml *.publishproj # Microsoft Azure Web App publish settings. Comment the next line if you want to # checkin your Azure Web App publish settings, but sensitive information contained # in these scripts will be unencrypted PublishScripts/ # NuGet Packages *.nupkg # The packages folder can be ignored because of Package Restore **/[Pp]ackages/* # except build/, which is used as an MSBuild target. !**/[Pp]ackages/build/ # Uncomment if necessary however generally it will be regenerated when needed #!**/[Pp]ackages/repositories.config # NuGet v3's project.json files produces more ignorable files *.nuget.props *.nuget.targets # Microsoft Azure Build Output csx/ *.build.csdef # Microsoft Azure Emulator ecf/ rcf/ # Windows Store app package directories and files AppPackages/ BundleArtifacts/ Package.StoreAssociation.xml _pkginfo.txt *.appx # Visual Studio cache files # files ending in .cache can be ignored *.[Cc]ache # but keep track of directories ending in .cache !?*.[Cc]ache/ # Others ClientBin/ ~$* *~ *.dbmdl *.dbproj.schemaview *.jfm *.pfx *.publishsettings orleans.codegen.cs # Including strong name files can present a security risk # (https://github.com/github/gitignore/pull/2483#issue-259490424) #*.snk # Since there are multiple workflows, uncomment next line to ignore bower_components # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) #bower_components/ # RIA/Silverlight projects Generated_Code/ # Backup & report files from converting an old project file # to a newer Visual Studio version. Backup files are not needed, # because we have git ;-) _UpgradeReport_Files/ Backup*/ UpgradeLog*.XML UpgradeLog*.htm ServiceFabricBackup/ *.rptproj.bak # SQL Server files *.mdf *.ldf *.ndf # Business Intelligence projects *.rdl.data *.bim.layout *.bim_*.settings *.rptproj.rsuser *- Backup*.rdl # Microsoft Fakes FakesAssemblies/ # GhostDoc plugin setting file *.GhostDoc.xml # Node.js Tools for Visual Studio .ntvs_analysis.dat node_modules/ # Visual Studio 6 build log *.plg # Visual Studio 6 workspace options file *.opt # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) *.vbw # Visual Studio LightSwitch build output **/*.HTMLClient/GeneratedArtifacts **/*.DesktopClient/GeneratedArtifacts **/*.DesktopClient/ModelManifest.xml **/*.Server/GeneratedArtifacts **/*.Server/ModelManifest.xml _Pvt_Extensions # Paket dependency manager .paket/paket.exe paket-files/ # FAKE - F# Make .fake/ # JetBrains Rider .idea/ *.sln.iml # CodeRush personal settings .cr/personal # Python Tools for Visual Studio (PTVS) __pycache__/ *.pyc # Cake - Uncomment if you are using it # tools/** # !tools/packages.config # Tabs Studio *.tss # Telerik's JustMock configuration file *.jmconfig # BizTalk build output *.btp.cs *.btm.cs *.odx.cs *.xsd.cs # OpenCover UI analysis results OpenCover/ # Azure Stream Analytics local run output ASALocalRun/ # MSBuild Binary and Structured Log *.binlog # NVidia Nsight GPU debugger configuration file *.nvuser # MFractors (Xamarin productivity tool) working folder .mfractor/ # Local History for Visual Studio .localhistory/ # BeatPulse healthcheck temp database healthchecksdb /Source/Patches/PawnAnimationPatches/HarmonyPatch_Pawn_DrawTracker.cs /Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRotation.cs /Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRenderer.cs /Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs /Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs /Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs /Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs /Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs /Source/Patches/ThingAnimationPatches/HarmonyPatch_ThingDrawAt.cs /Defs/AnimationDefs/Animations_SexToys.xml /1.5/Defs/AnimationDefs/BasicBestiality/HumanRotatedOffset.xml /1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality4v1.xml /1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality3v1.xml /1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality2v1.xml /1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality1v1.xml /1.5/Defs/AnimationDefs/BasicBestiality/!BasicBestiality.xml /1.5/Defs/TestDoNotPush /1.5/Textures/AnimationProps/BEV
kintest/rimworld
.gitignore
Git
unknown
6,795
<?xml version="1.0" encoding="utf-8" ?> <Defs> <PawnRenderNodeTagDef> <defName>RenderNodeTag_Banana</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimationProp_Banana</defName> <animPropProperties> <debugLabel>Banana</debugLabel> <tagDef>RenderNodeTag_Banana</tagDef> <parentTagDef>Body</parentTagDef> <texPath>AnimationProps/Banana/Banana</texPath> <overlayLayer>Head</overlayLayer> <baseLayer>95</baseLayer> </animPropProperties> </Rimworld_Animations.AnimationPropDef> </Defs>
kintest/rimworld
1.5/Defs/AnimationPropDefs/AnimationPropDef_Banana.xml
XML
unknown
550
<?xml version="1.0" encoding="utf-8" ?> <Defs> <PawnRenderNodeTagDef> <defName>RenderNodeTag_Hand</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimationProp_Hand</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants"> <debugLabel>Hand</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass> <tagDef>RenderNodeTag_Hand</tagDef> <absoluteTransform>True</absoluteTransform> <parentTagDef>Root</parentTagDef> <texPath>AnimationProps/Hand/Hand</texPath> <!-- for height --> <overlayLayer>Head</overlayLayer> <useSkinShader>True</useSkinShader> <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup> <colorType>Skin</colorType> <baseLayer>95</baseLayer> </animPropProperties> </Rimworld_Animations.AnimationPropDef> </Defs>
kintest/rimworld
1.5/Defs/AnimationPropDefs/AnimationPropDef_Hand.xml
XML
unknown
967
<?xml version="1.0" encoding="utf-8" ?> <Defs> <PawnRenderNodeTagDef> <defName>RenderNodeTag_Knees</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimationProp_Knees</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_BodyTypeVariants"> <debugLabel>Knees</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_BodyTypeVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_BodyTypeVariants</workerClass> <tagDef>RenderNodeTag_Knees</tagDef> <absoluteTransform>False</absoluteTransform> <parentTagDef>Root</parentTagDef> <!-- for height --> <overlayLayer>Head</overlayLayer> <useSkinShader>True</useSkinShader> <colorType>Skin</colorType> <baseLayer>95</baseLayer> <bodyTypeVariantsDef> <li> <bodyType>Female</bodyType> <texPathVariantsDef>TexPathVariants_Knees</texPathVariantsDef> </li> </bodyTypeVariantsDef> </animPropProperties> </Rimworld_Animations.AnimationPropDef> <PawnRenderNodeTagDef> <defName>RenderNodeTag_Arms</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimationProp_Arms</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_BodyTypeVariants"> <debugLabel>Arms</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_BodyTypeVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_BodyTypeVariants</workerClass> <tagDef>RenderNodeTag_Knees</tagDef> <absoluteTransform>False</absoluteTransform> <parentTagDef>Root</parentTagDef> <useSkinShader>True</useSkinShader> <colorType>Skin</colorType> <!-- for height --> <overlayLayer>Body</overlayLayer> <baseLayer>-1</baseLayer> <bodyTypeVariantsDef> <li> <bodyType>Female</bodyType> <texPathVariantsDef>TexPathVariants_Arms</texPathVariantsDef> </li> </bodyTypeVariantsDef> </animPropProperties> </Rimworld_Animations.AnimationPropDef> </Defs>
kintest/rimworld
1.5/Defs/AnimationPropDefs/AnimationPropDef_Knees.xml
XML
unknown
2,024
<?xml version="1.0" encoding="utf-8" ?> <Defs> <PawnRenderNodeTagDef> <defName>RenderNodeTag_Xray_Inside</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimationProp_Xray_Inside</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants"> <debugLabel>Xray Inside</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass> <tagDef>RenderNodeTag_Xray_Inside</tagDef> <absoluteTransform>True</absoluteTransform> <parentTagDef>Body</parentTagDef> <!-- for height --> <overlayLayer>Head</overlayLayer> <baseLayer>95</baseLayer> <texPathVariantsDef>TexPathVariants_Xray_Inside</texPathVariantsDef> </animPropProperties> </Rimworld_Animations.AnimationPropDef> </Defs>
kintest/rimworld
1.5/Defs/AnimationPropDefs/AnimationPropDef_Xray_Inside.xml
XML
unknown
897
<?xml version="1.0" encoding="utf-8" ?> <Defs> <PawnRenderNodeTagDef> <defName>RenderNodeTag_Xray_Penis</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimationProp_Penis</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicHediffVariants"> <debugLabel>Xray Penis</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_GraphicHediffVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicHediffVariants</workerClass> <tagDef>RenderNodeTag_Xray_Penis</tagDef> <parentTagDef>Body</parentTagDef> <texPath>AnimationProps/Banana/Banana</texPath> <!-- for height --> <overlayLayer>Head</overlayLayer> <baseLayer>95</baseLayer> <absoluteTransform>True</absoluteTransform> <!-- Default value if no hediff variant is found --> <texPathVariantsDef>TexPathVariants_XrayPenis_Human</texPathVariantsDef> <!-- select different hediff variants if applicable --> <hediffVariants> <li> <hediffs> <li>HorsePenis</li> <li>RaccoonPenis</li> </hediffs> <texPathVariantsDef>TexPathVariants_XrayPenis_Horse</texPathVariantsDef> </li> </hediffVariants> </animPropProperties> </Rimworld_Animations.AnimationPropDef> </Defs>
kintest/rimworld
1.5/Defs/AnimationPropDefs/AnimationPropDef_Xray_Penis.xml
XML
unknown
1,302
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.GroupAnimationDef> <defName>GroupAnimation_DogBeast</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human1</li> <li>DogBeast_Dog1</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human2</li> <li>DogBeast_Dog2</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>60</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human3_1</li> <li>DogBeast_Dog3_1</li> </animationDefs> </li> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human3_2</li> <li>DogBeast_Dog3_2</li> </animationDefs> </li> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human3_3</li> <li>DogBeast_Dog3_3</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human4</li> <li>DogBeast_Dog4</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>30</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human5_1</li> <li>DogBeast_Dog5_1</li> </animationDefs> </li> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human5_2</li> <li>DogBeast_Dog5_2</li> </animationDefs> </li> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human5_3</li> <li>DogBeast_Dog5_3</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>DogBeast_Human6</li> <li>DogBeast_Dog6</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <contexts> <li Class="Rimworld_Animations.GroupAnimationContext_RJWSex"> <priority>1</priority> <actorShift>1</actorShift> <whitelist> <li Class="Rimworld_Animations.PawnTest_Multi"> <!-- Dog --> <tests> <li Class="Rimworld_Animations.PawnTest_RJWCanFuck" /> <li Class="Rimworld_Animations.PawnTest_Race"> <races> <li>Wolf_Timber</li> <li>Wolf_Arctic</li> <li>Warg</li> <li>Husky</li> <li>LabradorRetriever</li> </races> </li> </tests> </li> <li Class="Rimworld_Animations.PawnTest_RJWCanBeFucked" /> <!-- Human --> </whitelist> <interactionDefs> <li>Bestiality_Vaginal</li> <li>Bestiality_Anal</li> <li>Bestiality_Double_Penetration_M</li> </interactionDefs> </li> <li Class="Rimworld_Animations.GroupAnimationContext_RJWSex"> <priority>1</priority> <whitelist> <li Class="Rimworld_Animations.PawnTest_RJWCanBeFucked" /> <!-- Human --> <li Class="Rimworld_Animations.PawnTest_Multi"> <!-- Dog --> <tests> <li Class="Rimworld_Animations.PawnTest_RJWCanFuck" /> <li Class="Rimworld_Animations.PawnTest_Race"> <races> <li>Wolf_Timber</li> <li>Wolf_Arctic</li> <li>Warg</li> <li>Husky</li> <li>LabradorRetriever</li> </races> </li> </tests> </li> </whitelist> <interactionDefs> <li>Bestiality_Reverse_Vaginal</li> <li>Bestiality_Reverse_Anal</li> <li>Bestiality_Reverse_Double_Penetration_M</li> </interactionDefs> </li> </contexts> <offsetDefs> <li>Offset_Placeholder</li> <!-- first pawn in animation --> <li>Offset_Placeholder</li> <!-- second pawn in animation --> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/GroupAnimation_DogBeast.xml
XML
unknown
4,584
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human1</defName> <durationTicks>85</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>4</angle> <visible>true</visible> <offset>(-0.3716815, 0, 0.2713863)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>8</angle> <visible>true</visible> <offset>(-0.3539823, 0, 0.2654868)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>-14</angle> <visible>true</visible> <offset>(-0.4011799, 0, 0.2241887)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>-7</angle> <visible>true</visible> <offset>(-0.3834807, 0, 0.2359883)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>-9</angle> <visible>true</visible> <offset>(-0.4011799, 0, 0.2359883)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>-7</angle> <visible>true</visible> <offset>(-0.3893807, 0, 0.2359883)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0.1946907, 1, 0.4483777)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>5</tick> <angle>0</angle> <visible>true</visible> <offset>(0.235988, 1, 0.4365782)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>0</angle> <visible>true</visible> <offset>(0.1238946, 1, 0.377581)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>13</tick> <angle>0</angle> <visible>true</visible> <offset>(0.1710922, 1, 0.3952804)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>17</tick> <angle>0</angle> <visible>true</visible> <offset>(0.05899817, 1, 0.4660767)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1828904, 1, 0.4896755)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1356928, 1, 0.4778759)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog1</defName> <durationTicks>85</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0.6666666, 1, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>-5</angle> <visible>true</visible> <offset>(0.5722714, 1, 0.06489658)</offset> <scale>(1, 1, 0.9351034)</scale> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>35</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <scale>(0.9999999, 1, 1.053097)</scale> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>31</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>45</tick> <angle>35</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>31</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>65</tick> <angle>35</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>75</tick> <angle>31</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>35</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, -2, 0)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage1.xml
XML
unknown
8,835
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human2</defName> <durationTicks>105</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-7</angle> <visible>true</visible> <offset>(-0.3893807, 0, 0.2359883)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>19</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.5073746, 0, 0.2300885)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>-13</angle> <visible>true</visible> <offset>(-0.5899706, 0, 0.2005899)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>45</tick> <angle>-65</angle> <visible>true</visible> <offset>(-0.737463, 0, 0.02359879)</offset> <scale>(0.9764012, 1, 1)</scale> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.6843658, 0, 0.08849573)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>75</tick> <angle>-56</angle> <visible>true</visible> <offset>(-0.702065, 0, 0.07079637)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>-56</angle> <visible>true</visible> <offset>(-0.702065, 0, 0.07079637)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>90</tick> <angle>-46</angle> <visible>true</visible> <offset>(-0.743363, 0, 0.1474925)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>95</tick> <angle>-48</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1415931)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>100</tick> <angle>-45</angle> <visible>true</visible> <offset>(-0.737463, 0, 0.1533923)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>105</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>90</tick> <angle>0</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1356928, 1, 0.4778759)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog2</defName> <durationTicks>105</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>35</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>39</angle> <visible>true</visible> <offset>(0.1651919, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>35</angle> <visible>true</visible> <offset>(0.1356932, 1, 0.2477875)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>29</angle> <visible>true</visible> <offset>(-0.01769918, 1, 0.259587)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>24</angle> <visible>true</visible> <offset>(-0.07079639, 1, 0.2300885)</offset> <scale>(1, 1, 0.9528024)</scale> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>33</angle> <visible>true</visible> <offset>(-0.117994, 1, 0.3008848)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>28</angle> <visible>true</visible> <offset>(-0.06489678, 1, 0.2713863)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>33</angle> <visible>true</visible> <offset>(-0.1238939, 1, 0.2772861)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>65</tick> <angle>28</angle> <visible>true</visible> <offset>(-0.06489678, 1, 0.259587)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>36</angle> <visible>true</visible> <offset>(-0.1769911, 1, 0.3008848)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>75</tick> <angle>33</angle> <visible>true</visible> <offset>(-0.1651916, 1, 0.3008848)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>33</angle> <visible>true</visible> <offset>(-0.1415928, 1, 0.2890856)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>83</tick> <angle>31</angle> <visible>true</visible> <offset>(-0.1356932, 1, 0.2772861)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>90</tick> <angle>37</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.342183)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>95</tick> <angle>31</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3303834)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>100</tick> <angle>37</angle> <visible>true</visible> <offset>(-0.2654867, 1, 0.342183)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>105</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, -2, 0)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage2.xml
XML
unknown
11,406
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human3_1</defName> <durationTicks>24</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>24</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>5</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>0</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog3_1</defName> <durationTicks>24</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>24</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, -2, 0)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage3_Variant1.xml
XML
unknown
7,170
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human3_2</defName> <durationTicks>32</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> <voice>MoanShort</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>24</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>28</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>32</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>-10</angle> <visible>true</visible> <offset>(-0.01769918, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>32</tick> <angle>0</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog3_2</defName> <durationTicks>32</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>24</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>28</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>32</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, -2, 0)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage3_Variant2_FollowupWithVariant1.xml
XML
unknown
8,387
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human3_3</defName> <durationTicks>16</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.7315634, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>10</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog3_3</defName> <durationTicks>16</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>38</angle> <visible>true</visible> <offset>(-0.2713863, 1, 0.3185842)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>16</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, -2, 0)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage3_Variant3.xml
XML
unknown
5,587
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human4</defName> <durationTicks>100</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.7197642, 0, 0.1120945)</offset> <rotation>West</rotation> <voice>Scream</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>-45</angle> <visible>true</visible> <offset>(-0.6902654, 0, 0.1474925)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-50</angle> <visible>true</visible> <offset>(-0.6784662, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-55</angle> <visible>true</visible> <offset>(-0.6784662, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>-55</angle> <visible>true</visible> <offset>(-0.6784662, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-51</angle> <visible>true</visible> <offset>(-0.6666666, 0, 0.1474925)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>100</tick> <angle>-54</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1120945)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>8</tick> <angle>30</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>25</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog4</defName> <durationTicks>100</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.2123895, 1, 0.3126844)</offset> <rotation>West</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>4</tick> <angle>36</angle> <visible>true</visible> <offset>(-0.3067847, 1, 0.342183)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>35</angle> <visible>true</visible> <offset>(-0.2772863, 1, 0.3067846)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>45</tick> <angle>3</angle> <visible>true</visible> <offset>(-0.2064896, 1, 0.2005899)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>19</angle> <visible>true</visible> <offset>(0.2123888, 1, 0.1297935)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>12</angle> <visible>true</visible> <offset>(0.1769905, 1, 0.1946901)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>17</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1474925)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>100</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, -1, 0)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <offset>(0, -1, 0)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1002951, -2, 0)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>45</tick> <angle>34</angle> <visible>true</visible> <offset>(-0.01769918, -2, 0.1592921)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>5</angle> <visible>true</visible> <offset>(-0.5722714, -2, -0.0294984)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage4.xml
XML
unknown
8,471
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human5_1</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-54</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>-60</angle> <visible>true</visible> <offset>(-0.6843658, 0, 0.08849573)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>-58</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.09439516)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-54</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1120945)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>30</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>20</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>25</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>30</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog5_1</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> <sound>Cum</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>5</angle> <visible>true</visible> <offset>(-0.5722714, -2, -0.0294984)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage5_Variant1.xml
XML
unknown
7,095
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human5_2</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-54</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>-58</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.09439516)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-54</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1120945)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>30</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>25</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>30</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog5_2</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> <sound>Cum</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>5</angle> <visible>true</visible> <offset>(-0.5722714, -2, -0.0294984)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage5_Variant2.xml
XML
unknown
6,586
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human5_3</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-54</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1120945)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>-58</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.09439516)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-54</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1120945)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>30</angle> <visible>true</visible> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>25</angle> <visible>true</visible> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>30</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog5_3</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> <sound>Cum</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2005889, 1, 0.1710913)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>5</angle> <visible>true</visible> <offset>(-0.5722714, -2, -0.0294984)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage5_Variant3.xml
XML
unknown
6,589
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>DogBeast_Human6</defName> <durationTicks>200</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-48</angle> <visible>true</visible> <offset>(-0.6725662, 0, 0.1356933)</offset> <rotation>West</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>-62</angle> <visible>true</visible> <offset>(-0.6666666, 0, 0.1238937)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>160</tick> <angle>-65</angle> <visible>true</visible> <offset>(-0.660767, 0, 0.117994)</offset> <rotation>West</rotation> <voice>Scream</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>170</tick> <angle>-43</angle> <visible>true</visible> <offset>(-0.6312686, 0, 0.2536873)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>-46</angle> <visible>true</visible> <offset>(-0.6430678, 0, 0.2359883)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>200</tick> <angle>-42</angle> <visible>true</visible> <offset>(-0.619469, 0, 0.2536873)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>30</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>55</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>165</tick> <angle>54</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>25</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>200</tick> <angle>22</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.5309731, -2, -0.06489676)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>DogBeast_Dog6</defName> <durationTicks>200</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>13</angle> <visible>true</visible> <offset>(0.1946893, 1, 0.1828909)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>20</angle> <visible>true</visible> <offset>(0.2595864, 1, 0.2123895)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>140</tick> <angle>23</angle> <visible>true</visible> <offset>(0.3008844, 1, 0.2241887)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>160</tick> <angle>26</angle> <visible>true</visible> <offset>(0.3775801, 1, 0.2241887)</offset> <rotation>East</rotation> <sound>Fuck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>11</angle> <visible>true</visible> <offset>(0.5958685, 1, 0.1474925)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>North</rotation> </li> </keyframes> </value> </li> <li MayRequire="shauaputa.rimnudeworldzoo"> <key>AnimalPenis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>5</angle> <visible>true</visible> <offset>(-0.5722714, -2, -0.0294984)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>160</tick> <angle>5</angle> <visible>true</visible> <offset>(-0.5722714, -2, -0.0294984)</offset> <rotation>West</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>165</tick> <angle>-39</angle> <visible>true</visible> <offset>(-0.5722714, -2, -0.0294984)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Saliva</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-55</angle> <visible>true</visible> <offset>(-0.4837759, -2, -0.2949852)</offset> <scale>(0.2153394, 1, 0.6342184)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>160</tick> <angle>-55</angle> <visible>false</visible> <offset>(-0.4601771, -2, -0.3067846)</offset> <scale>(0.2153394, 1, 0.6342184)</scale> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage6.xml
XML
unknown
8,262
<?xml version="1.0" encoding="utf-8" ?> <Defs> <PawnRenderNodeTagDef> <defName>Cum</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimProp_Cum</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants"> <debugLabel>Cum</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass> <tagDef>Cum</tagDef> <parentTagDef>Head</parentTagDef> <!-- for height --> <texPath>AnimationProps/Cum/Cum</texPath> <overlayLayer>Head</overlayLayer> <baseLayer>95</baseLayer> </animPropProperties> </Rimworld_Animations.AnimationPropDef> <PawnRenderNodeTagDef> <defName>Cumshot</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimProp_Cumshot</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants"> <debugLabel>Cumshot</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass> <tagDef>Cumshot</tagDef> <parentTagDef>Root</parentTagDef> <!-- for height --> <texPath>AnimationProps/Saliva/Saliva</texPath> <overlayLayer>Head</overlayLayer> <baseLayer>95</baseLayer> </animPropProperties> </Rimworld_Animations.AnimationPropDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/AnimationPropDef_Cum.xml
XML
unknown
1,478
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.GroupAnimationDef> <defName>GroupAnimation_Blowjob</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator1</li> <li>Blowjob_Receiver1</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_Branch"> <loops>10</loops> <paths> <li>Blowjob_Stage2_Branch1</li> <li>Blowjob_Stage2_Branch2</li> <li>Blowjob_Stage2_Branch3</li> </paths> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator3</li> <li>Blowjob_Receiver3</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_Branch"> <loops>20</loops> <paths> <li>Blowjob_Stage4_Branch1</li> <li>Blowjob_Stage4_Branch2</li> <!-- <li>Blowjob_Stage4_Branch3</li> needs adjusting --> </paths> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>20</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator5</li> <li>Blowjob_Receiver5</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_Branch"> <loops>1</loops> <paths> <li>Blowjob_Stage6_Branch1</li> <li>Blowjob_Stage6_Branch2</li> </paths> </li> </animationStages> <contexts> <li Class="Rimworld_Animations.GroupAnimationContext_RJWSex"> <priority>1</priority> <interactionDefs> <li>Sex_Fellatio</li> <li>Sex_Beakjob</li> <li>Sex_Handjob</li> </interactionDefs> </li> <li Class="Rimworld_Animations.GroupAnimationContext_RJWSex"> <priority>1</priority> <actorShift>1</actorShift> <interactionDefs> <li>Sex_Reverse_Fellatio</li> <li>Sex_Reverse_Beakjob</li> <li>Sex_Reverse_Handjob</li> </interactionDefs> </li> <!-- weak context; play random animation if none ideal found --> <li Class="Rimworld_Animations.GroupAnimationContext_RJWSex"> <priority>0</priority> <interactionDefs> <li>Sex_Breastjob</li> <li>Sex_Footjob</li> <li>Sex_Handjob</li> <li>Sex_MutualMasturbation</li> <li>Rape_Breastjob</li> <li>Rape_Fellatio</li> <li>Rape_Footjob</li> <li>Rape_Handjob</li> <li>Rape_Oral</li> </interactionDefs> </li> <li Class="Rimworld_Animations.GroupAnimationContext_RJWSex"> <priority>0</priority> <actorShift>1</actorShift> <interactionDefs> <li>Sex_Reverse_Breastjob</li> <li>Sex_Reverse_Footjob</li> <li>Sex_Reverse_Handjob</li> <li>Rape_Reverse_Breastjob</li> <li>Rape_Reverse_Fellatio</li> <li>Rape_Reverse_Footjob</li> <li>Rape_Reverse_Handjob</li> </interactionDefs> </li> </contexts> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation --> <li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation --> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage2_Branch1</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>2</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator2a</li> <li>Blowjob_Receiver2a</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation --> <li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation --> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage2_Branch2</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>2</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator2b</li> <li>Blowjob_Receiver2b</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation --> <li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation --> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage2_Branch3</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>2</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator2c</li> <li>Blowjob_Receiver2c</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation --> <li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation --> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage4_Branch1</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator4a</li> <li>Blowjob_Receiver4a</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <li>Offset_Blowjob_Receiver</li> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage4_Branch2</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator4b</li> <li>Blowjob_Receiver4b</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <li>Offset_Blowjob_Receiver</li> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage4_Branch3</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator4a</li> <li>Blowjob_Receiver4a</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator4c</li> <li>Blowjob_Receiver4c</li> </animationDefs> </li> </loopOptions> </li> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>2</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator4a</li> <li>Blowjob_Receiver4a</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <li>Offset_Blowjob_Receiver</li> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage6_Branch1</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator6a</li> <li>Blowjob_Receiver6a</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <li>Offset_Blowjob_Receiver</li> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> <Rimworld_Animations.GroupAnimationDef> <defName>Blowjob_Stage6_Branch2</defName> <numActors>2</numActors> <animationStages> <li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance"> <loops>1</loops> <loopOptions> <li> <probability>1</probability> <animationDefs> <li>Blowjob_Initiator6b</li> <li>Blowjob_Receiver6b</li> </animationDefs> </li> </loopOptions> </li> </animationStages> <offsetDefs> <li>Offset_Blowjob_Initiator</li> <li>Offset_Blowjob_Receiver</li> </offsetDefs> </Rimworld_Animations.GroupAnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/GroupAnimation_Blowjob.xml
XML
unknown
9,239
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationOffsetDef> <defName>Offset_Blowjob_Receiver</defName> <offsets> <li Class="Rimworld_Animations.AnimationOffset_BodyType"> <races> <li>Human</li> </races> <offsets> </offsets> </li> </offsets> </Rimworld_Animations.AnimationOffsetDef> <Rimworld_Animations.AnimationOffsetDef> <defName>Offset_Blowjob_Initiator</defName> <offsets> <li Class="Rimworld_Animations.AnimationOffset_BodyType"> <races> <li>Human</li> </races> <offsets> <li><bodyType>Hulk</bodyType><offset>(0, 0, 0.223)</offset></li> </offsets> </li> <!-- An example of age-ranged offsets <li Class="Rimworld_Animations.AnimationOffset_AgeRange" MayRequire="Mod.ID.Here"> <races> <li>Moosesian</li> </races> <offsetsFemale> <li><bodyType>Female</bodyType><ageRange>18~24</ageRange><offset>(0, 0, 0.223)</offset></li> <li><bodyType>Female</bodyType><ageRange>25~100</ageRange><offset>(0, 0, 0.4)</offset></li> </offsetsFemale> </li> --> </offsets> </Rimworld_Animations.AnimationOffsetDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/OffsetDef_Blowjob.xml
XML
unknown
1,157
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator1</defName> <durationTicks>60</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-7</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>-17</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>20</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>2</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>5</tick> <angle>6</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>2</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>6</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver1</defName> <durationTicks>60</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0.3421831, 0, 0.3303834)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-13</angle> <visible>true</visible> <offset>(0.2536875, 0, 0.2713863)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 0, 0.2123895)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>29</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>45</tick> <angle>7</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0.0471976, 1, 0.1533923)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2890855, 1, 0.1002949)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.08849573)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage1.xml
XML
unknown
6,817
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator2a</defName> <durationTicks>60</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-21</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>35</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver2a</defName> <durationTicks>60</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 1, 0.2123895)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>-28</angle> <visible>true</visible> <offset>(0.153392, 1, 0.1946901)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 1, 0.2123895)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>9</angle> <visible>true</visible> <offset>(-0.06489678, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.08849573)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage2a.xml
XML
unknown
5,301
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator2b</defName> <durationTicks>60</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-21</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>35</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver2b</defName> <durationTicks>60</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 1, 0.2123895)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>-28</angle> <visible>true</visible> <offset>(0.153392, 1, 0.1946901)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 1, 0.2123895)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>9</angle> <visible>true</visible> <offset>(-0.06489678, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.08849573)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1769911, 1, 0.1828909)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2654867, 1, 0.1120945)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.08849573)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage2b.xml
XML
unknown
6,136
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator2c</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-21</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>35</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver2c</defName> <durationTicks>80</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 1, 0.2123895)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>-28</angle> <visible>true</visible> <offset>(0.153392, 1, 0.1946901)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>-28</angle> <visible>true</visible> <offset>(0.153392, 1, 0.1946901)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 1, 0.2123895)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>35</tick> <angle>9</angle> <visible>true</visible> <offset>(-0.06489678, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>17</angle> <visible>true</visible> <offset>(-0.06489678, 0, -0.01769918)</offset> <rotation>West</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.08849573)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1769911, 1, 0.1828909)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2654867, 1, 0.1120945)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.08849573)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage2c.xml
XML
unknown
6,729
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator3</defName> <durationTicks>25</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver3</defName> <durationTicks>25</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1828908, 1, 0.2123895)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>9</angle> <visible>true</visible> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>9</angle> <visible>true</visible> <offset>(-0.05309721, 0, -0.02949858)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2595871, 1, 0.08849573)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>0</angle> <visible>false</visible> <offset>(0.3480827, -2, -0.04129779)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage3.xml
XML
unknown
4,612
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator4a</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>-8</angle> <visible>true</visible> <offset>(-0.5486726, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>22</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver4a</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1651919, 1, 0.1946901)</offset> <rotation>West</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.01179957, 0, -0.03539819)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>false</visible> <offset>(0.3480827, 1, -0.04129779)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage4a.xml
XML
unknown
5,428
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator4b</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>-8</angle> <visible>true</visible> <offset>(-0.5486726, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>MoanShort</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver4b</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>12</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1651919, 1, 0.1946901)</offset> <rotation>West</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.01179957, 0, -0.03539819)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>false</visible> <offset>(0.3480827, 1, -0.04129779)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage4b.xml
XML
unknown
5,467
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator4c</defName> <durationTicks>120</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>100</tick> <angle>-24</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>8</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver4c</defName> <durationTicks>120</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>-22</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>22</tick> <angle>-22</angle> <visible>true</visible> <offset>(0.1238939, -1, 0.1828909)</offset> <rotation>West</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.08259596, -1, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-34</angle> <visible>true</visible> <offset>(0.08259596, -1, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>90</tick> <angle>-22</angle> <visible>true</visible> <offset>(0.1238939, 0, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>92</tick> <angle>-22</angle> <visible>true</visible> <offset>(0.1238939, 0, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>19</angle> <visible>true</visible> <offset>(0.1002955, 0, -0.01769918)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>22</tick> <angle>19</angle> <visible>true</visible> <offset>(0.1002955, 0, -0.01769918)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.01179889, 0, 0.005899787)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.03539803, 0, -0.005899787)</offset> <rotation>South</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>90</tick> <angle>19</angle> <visible>true</visible> <offset>(0.1002955, 0, -0.01769918)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>92</tick> <angle>19</angle> <visible>true</visible> <offset>(0.1002955, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>false</visible> <offset>(0.3480827, 1, -0.04129779)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage4c.xml
XML
unknown
8,523
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator5</defName> <durationTicks>15</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>9</tick> <angle>-2</angle> <visible>true</visible> <offset>(-0.5132743, 0, 0.5191741)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>7</tick> <angle>15</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver5</defName> <durationTicks>15</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>5</tick> <angle>-23</angle> <visible>true</visible> <offset>(0.1592923, 1, 0.1887907)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>7</tick> <angle>13</angle> <visible>true</visible> <offset>(-0.01179889, 0, -0.04129797)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>false</visible> <offset>(0.3480827, 1, -0.04129779)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage5.xml
XML
unknown
5,422
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator6a</defName> <durationTicks>180</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>-7</angle> <visible>true</visible> <offset>(-0.6312686, 0, 0.5132743)</offset> <rotation>East</rotation> <voice>Scream</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>27</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <sound>Cum</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>-17</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Scream</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <sound>Cum</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-16</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>-13</angle> <visible>true</visible> <offset>(-0.6548674, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>-8</angle> <visible>true</visible> <offset>(-0.6548674, 0, 0.4778759)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>34</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>21</angle> <visible>true</visible> <offset>(0.005899615, 0, -0.04129797)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>140</tick> <angle>21</angle> <visible>true</visible> <offset>(-0.005899615, 0, -0.005899608)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>160</tick> <angle>21</angle> <visible>true</visible> <offset>(0, 0, -0.02359879)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.5073746, -1, 0.3067846)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>17</tick> <angle>0</angle> <visible>true</visible> <offset>(0.08259596, -1, 0.6135693)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.01179856, 0, 0.6076695)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.01769851, 0, 0.5958703)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>95</tick> <angle>0</angle> <visible>false</visible> <offset>(0.04129865, 0, 0.5309733)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>120</tick> <angle>0</angle> <visible>false</visible> <offset>(-0.4542764, 0, 0.2300885)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver6a</defName> <durationTicks>180</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>-27</angle> <visible>true</visible> <offset>(0.1474924, 1, 0.1828909)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>-31</angle> <visible>true</visible> <offset>(0.1061937, 1, 0.1887907)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>-33</angle> <visible>true</visible> <offset>(0.1061937, 1, 0.1887907)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>160</tick> <angle>-11</angle> <visible>true</visible> <offset>(0.4424765, 1, 0.3008848)</offset> <rotation>West</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>-4</angle> <visible>true</visible> <offset>(0.4424765, 1, 0.3008848)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>17</tick> <angle>19</angle> <visible>true</visible> <offset>(0.005899615, 0, -0.0117994)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>25</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.07079639, 0, -0.02359879)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.0471976, 0, -0.02949858)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.07079639, 0, -0.02359879)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.0471976, 0, -0.02949858)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>11</angle> <visible>true</visible> <offset>(-0.0471976, 0, -0.02949858)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>false</visible> <offset>(0.3480827, 1, -0.04129779)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> <li> <key>Saliva</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>false</visible> <offset>(0, -2, 0)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>-6</angle> <visible>true</visible> <offset>(-0.1946903, -2, -0.08849555)</offset> <scale>(0.2153401, 1, 0.415929)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>-52</angle> <visible>true</visible> <offset>(-0.4601771, -2, -0.40118)</offset> <scale>(0.4808269, 1, 0.59882)</scale> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage6a.xml
XML
unknown
13,373
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Blowjob_Initiator6b</defName> <durationTicks>180</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-17</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Scream</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>-17</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <voice>Scream</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>-20</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-17</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4778759)</offset> <rotation>East</rotation> <sound>Cum</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>-21</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4837757)</offset> <rotation>East</rotation> <voice>Scream</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>-16</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4837757)</offset> <rotation>East</rotation> <sound>Cum</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>115</tick> <angle>-19</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4837757)</offset> <rotation>East</rotation> <voice>Grunt</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>-15</angle> <visible>true</visible> <offset>(-0.5309734, 0, 0.4837757)</offset> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>31</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>27</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>33</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>28</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>32</angle> <visible>true</visible> <rotation>East</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>23</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>14</angle> <visible>true</visible> <rotation>East</rotation> </li> </keyframes> </value> </li> <li> <key>Cumshot</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>75</tick> <angle>-64</angle> <visible>false</visible> <offset>(0.1769911, 0, -0.2300885)</offset> <scale>(0.333334, 1, 0.7758115)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>-64</angle> <visible>true</visible> <offset>(0.1769911, 0, -0.2300885)</offset> <scale>(0.333334, 1, 0.7758115)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>85</tick> <angle>-64</angle> <visible>false</visible> <offset>(0.1769911, 0, -0.2300885)</offset> <scale>(0.333334, 1, 0.7758115)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>105</tick> <angle>-64</angle> <visible>false</visible> <offset>(0.1769911, 0, -0.2300885)</offset> <scale>(0.333334, 1, 0.7758115)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>-64</angle> <visible>true</visible> <offset>(0.1769911, 0, -0.2300885)</offset> <scale>(0.333334, 1, 0.7758115)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>115</tick> <angle>-64</angle> <visible>false</visible> <offset>(0.1769911, 0, -0.2300885)</offset> <scale>(0.333334, 1, 0.7758115)</scale> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Blowjob_Receiver6b</defName> <durationTicks>180</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-30</angle> <visible>true</visible> <offset>(0.1238939, 1, 0.1828909)</offset> <rotation>West</rotation> <sound>Suck</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>-15</angle> <visible>true</visible> <offset>(0.3362834, 1, 0.259587)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>-11</angle> <visible>true</visible> <offset>(0.353983, 1, 0.259587)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>-11</angle> <visible>true</visible> <offset>(0.3598826, 1, 0.2654868)</offset> <rotation>West</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>-8</angle> <visible>true</visible> <offset>(0.3893807, 1, 0.2654868)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>4</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>4</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>83</tick> <angle>4</angle> <visible>true</visible> <offset>(-0.03539836, 0, -0.005899787)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>4</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>113</tick> <angle>4</angle> <visible>true</visible> <offset>(-0.03539836, 0, -0.005899787)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>150</tick> <angle>1</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>19</angle> <visible>true</visible> <offset>(-0.05899716, 0, -0.01769918)</offset> <rotation>West</rotation> </li> </keyframes> </value> </li> <li> <key>RenderNodeTag_Hand</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0.466077, 1, -0.04129779)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1651916, 1, 0.1828909)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>40</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2477875, 1, 0.1474925)</offset> <rotation>North</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>50</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.159292, 1, 0.1946901)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>60</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2477875, 1, 0.1415931)</offset> <rotation>North</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1828908, 1, 0.1769911)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>80</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2772863, 1, 0.117994)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>90</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1474927, 1, 0.2123895)</offset> <rotation>North</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>100</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2536871, 1, 0.1356933)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.1710915, 1, 0.2005899)</offset> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>0</angle> <visible>true</visible> <offset>(-0.2418879, 1, 0.1356933)</offset> <rotation>North</rotation> </li> </keyframes> </value> </li> <li> <key>Cum</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>12</angle> <visible>false</visible> <offset>(-0.1120944, 1, -0.2241889)</offset> <scale>(0.3392327, 1, 0.3569321)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>12</angle> <visible>true</visible> <offset>(-0.1120944, 1, -0.2241889)</offset> <scale>(0.3392327, 1, 0.3569321)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>150</tick> <angle>12</angle> <visible>true</visible> <offset>(-0.1120944, 1, -0.2241889)</offset> <scale>(0.3392327, 1, 0.3569321)</scale> <rotation>North</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>180</tick> <angle>-5</angle> <visible>true</visible> <offset>(-0.1120944, 1, -0.2241889)</offset> <scale>(0.3392327, 1, 0.3569321)</scale> <rotation>North</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Blowjob/Stage6b.xml
XML
unknown
16,888
<?xml version="1.0" encoding="utf-8" ?> <Defs> <PawnRenderNodeTagDef> <defName>RenderNodeTag_Cowgirl_Xray</defName> </PawnRenderNodeTagDef> <Rimworld_Animations.AnimationPropDef> <defName>AnimProp_Cowgirl_Xray</defName> <animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants"> <debugLabel>Cowgirl Xray</debugLabel> <nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass> <workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass> <tagDef>RenderNodeTag_Cowgirl_Xray</tagDef> <absoluteTransform>True</absoluteTransform> <parentTagDef>Body</parentTagDef> <!-- for height --> <texPath>AnimationProps/CowgirlXray/XRay2-1</texPath> <overlayLayer>Head</overlayLayer> <baseLayer>95</baseLayer> <texPathVariantsDef>TexPathVariants_Cowgirl_Xray</texPathVariantsDef> <!-- <propOffsetDef>Offset_Cowgirl_Top</propOffsetDef> --> </animPropProperties> </Rimworld_Animations.AnimationPropDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Cowgirl/AnimationPropDef_Cowgirl_Xray.xml
XML
unknown
1,028
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Initiator_Cowgirl_Stage1</defName> <durationTicks>150</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.7)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.7)</offset> <rotation>South</rotation> <sound>Slimy</sound> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.75)</offset> <rotation>South</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>150</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.7)</offset> <rotation>South</rotation> <sound>Slimy</sound> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>190</angle> <visible>true</visible> <offset>(0, 1, 0)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>70</tick> <angle>170</angle> <visible>true</visible> <offset>(0, 1, 0)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>150</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 1, 0)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Receiver_Cowgirl_Stage1</defName> <durationTicks>150</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>15</angle> <visible>true</visible> <offset>(0.2, 2, 0.5)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>15</angle> <visible>true</visible> <offset>(0.1, 2, 0.5)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 2, 0.2)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>150</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 2, 0.23)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>-15</angle> <visible>true</visible> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>55</tick> <angle>-15</angle> <visible>true</visible> <offset>(0, 0, -0.05)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>110</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Cowgirl/Cowgirl_Stage1.xml
XML
unknown
5,421
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Initiator_Cowgirl_Stage2_1</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.7)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.65)</offset> <rotation>South</rotation> <sound>Fuck</sound> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.7)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 1, 0)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Receiver_Cowgirl_Stage2_1</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 2, 0.23)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 2, 0.43)</offset> <rotation>South</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 2, 0.23)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 0, -0.04)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Cowgirl/Cowgirl_Stage2_1.xml
XML
unknown
4,352
<?xml version="1.0" encoding="utf-8"?> <Defs> <AnimationDef> <defName>Initiator_Cowgirl_Stage2_2</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.7)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>20</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.65)</offset> <rotation>South</rotation> <sound>Fuck</sound> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 0, -0.7)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>RimNude_Penis</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>180</angle> <visible>true</visible> <offset>(0, 1, 0)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> <AnimationDef> <defName>Receiver_Cowgirl_Stage2_2</defName> <durationTicks>30</durationTicks> <animationParts> <li> <key>Root</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 2, 0.23)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>10</tick> <angle>7</angle> <visible>true</visible> <offset>(0, 2, 0.43)</offset> <rotation>South</rotation> <voice>Moan</voice> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <offset>(0, 2, 0.23)</offset> <rotation>South</rotation> </li> </keyframes> </value> </li> <li> <key>Head</key> <value> <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> <keyframes> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>0</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>15</tick> <angle>-7</angle> <visible>true</visible> <offset>(0, 0, -0.04)</offset> <rotation>South</rotation> </li> <li Class="Rimworld_Animations.ExtendedKeyframe"> <tick>30</tick> <angle>0</angle> <visible>true</visible> <rotation>South</rotation> </li> </keyframes> </value> </li> </animationParts> </AnimationDef> </Defs>
kintest/rimworld
1.5/Defs/GroupAnimationDefs/Cowgirl/Cowgirl_Stage2_2.xml
XML
unknown
4,353