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escalera666/rimworld
|
.gitattributes
|
Git
|
unknown
| 2,518 |
## Ignore Visual Studio temporary files, build results, and
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/Source/Patches/PawnAnimationPatches/HarmonyPatch_Pawn_DrawTracker.cs
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/Defs/AnimationDefs/Animations_SexToys.xml
|
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>
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<bodyOffsetX>0.057</bodyOffsetX>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
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<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-->
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<bodyFacing>1</bodyFacing>
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<li>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
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<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
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<li>
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<!--Receiving Human-->
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<bodyFacing>1</bodyFacing>
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</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
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</li>
<li>
<tickDuration>1</tickDuration>
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<li>
<!--Receiving Human-->
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</li>
<li>
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<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
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<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
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<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
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<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
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<bodyFacing>1</bodyFacing>
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</li>
<li>
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</li>
<li>
<!--Receiving Human-->
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<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
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<bodyFacing>1</bodyFacing>
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<!--Receiving Human-->
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</li>
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<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>27.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>2</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<!--Receiving Human-->
<tickDuration>10</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>5.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>56.7</bodyAngle>
<headAngle>7.5</headAngle>
<bodyOffsetX>0.057</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Dog-->
<tickDuration>8</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle> <!--Dogs don't have separate head meshes-->
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing> <!--Dogs don't have separate head meshes-->
<headBob>0</headBob>
</li>
<li>
<tickDuration>8</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Knot</stageName>
<isLooping>False</isLooping>
<playTimeTicks>71</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<quiver>true</quiver>
<tickDuration>60</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>53.7</bodyAngle>
<headAngle>28.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>4</tickDuration>
<bodyAngle>51.7</bodyAngle>
<headAngle>33.4</headAngle>
<bodyOffsetX>0.098</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<!--Dog-->
<tickDuration>60</tickDuration>
<bodyAngle>-33.7</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.492</bodyOffsetX>
<bodyOffsetZ>0.266</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>6</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>4</tickDuration>
<soundEffect>Fuck</soundEffect>
<bodyAngle>-41.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.383</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>true</isLooping>
<playTimeTicks>600</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>40</tickDuration>
<soundEffect>Cum</soundEffect>
<bodyAngle>57.7</bodyAngle>
<headAngle>28.4</headAngle>
<bodyOffsetX>0.073</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>53.7</bodyAngle>
<headAngle>25.4</headAngle>
<bodyOffsetX>0.068</bodyOffsetX>
<bodyOffsetZ>-0.038</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<!--Dog-->
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-40.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.358</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-39.6</bodyAngle>
<headAngle>0</headAngle>
<bodyOffsetX>-0.353</bodyOffsetX>
<bodyOffsetZ>0.256</bodyOffsetZ>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<headBob>0</headBob>
</li>
</keyframes>
</li>
</animationClips>
</li>
</animationStages>
</Rimworld_Animations.AnimationDef>
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<li>RequestAnalBreeding</li>
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<li>
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<li>Human</li>
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<li>
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<li>Horse</li>
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<li>
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<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>24</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>24</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>24</tickDuration>
<bodyAngle>175.467651</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.2123042</bodyOffsetZ>
<bodyOffsetX>-0.5309518</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<soundEffect>Fuck</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>FasterFuck</stageName>
<isLooping>true</isLooping>
<playTimeTicks>418</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
<li>
<tickDuration>8</tickDuration>
<bodyAngle>175.467651</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.2123042</bodyOffsetZ>
<bodyOffsetX>-0.5309518</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
<soundEffect>Fuck</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>177.981537</bodyAngle>
<headAngle>0</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.24524799</bodyOffsetZ>
<bodyOffsetX>-0.358849227</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>0</headFacing>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>True</isLooping>
<playTimeTicks>318</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>10</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-14.1647339</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.484569454</bodyOffsetZ>
<bodyOffsetX>-0.489136577</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<quiver>true</quiver>
<tickDuration>80</tickDuration>
<bodyAngle>-49.8178673</bodyAngle>
<headAngle>-8.273987</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.506531835</bodyOffsetZ>
<bodyOffsetX>-0.55575326</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<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 Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-81.06536</bodyAngle>
<headAngle>-56.4483032</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.0624052179</bodyOffsetZ>
<bodyOffsetX>-0.437134951</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-87.3645554</bodyAngle>
<headAngle>-69.70276</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.0692383763</bodyOffsetZ>
<bodyOffsetX>-0.440020353</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-27.578373</bodyAngle>
<headAngle>0.2816162</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.102704488</bodyOffsetZ>
<bodyOffsetX>0.50675</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
<headAngle>-21.93164</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Slow</stageName>
<isLooping>True</isLooping>
<playTimeTicks>1497</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>98</tickDuration>
<bodyAngle>-87.3645554</bodyAngle>
<headAngle>-69.70276</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.0692383763</bodyOffsetZ>
<bodyOffsetX>-0.440020353</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>-87.26528</bodyAngle>
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<bodyOffsetZ>-0.0737426062</bodyOffsetZ>
<bodyOffsetX>-0.432820916</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>98</tickDuration>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
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<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
<tickDuration>60</tickDuration>
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<headFacing>1</headFacing>
</li>
<li>
<tickDuration>120</tickDuration>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
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</li>
<li>
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<bodyAngle>-87.3645554</bodyAngle>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
<tickDuration>80</tickDuration>
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<headAngle>-21.93164</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>18</tickDuration>
<bodyAngle>-41.1054764</bodyAngle>
<headAngle>-10.1737061</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.04582855</bodyOffsetZ>
<bodyOffsetX>0.462155169</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>-38.1903877</bodyAngle>
<headAngle>-31.6517334</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0384018831</bodyOffsetZ>
<bodyOffsetX>0.4874894</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
<headAngle>-21.93164</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>80</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
<headAngle>-21.93164</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>18</tickDuration>
<bodyAngle>-41.1054764</bodyAngle>
<headAngle>-10.1737061</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.04582855</bodyOffsetZ>
<bodyOffsetX>0.462155169</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>-38.1903877</bodyAngle>
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<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0384018831</bodyOffsetZ>
<bodyOffsetX>0.4874894</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
<headAngle>-21.93164</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>60</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
<headAngle>-21.93164</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
<bodyOffsetX>0.467844343</bodyOffsetX>
<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>-45.2595444</bodyAngle>
<headAngle>-13.57782</headAngle>
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<bodyOffsetZ>0.009577712</bodyOffsetZ>
<bodyOffsetX>0.4726282</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>-45.2595444</bodyAngle>
<headAngle>-24.2278748</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0315402448</bodyOffsetZ>
<bodyOffsetX>0.415024319</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
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<bodyAngle>-45.2595444</bodyAngle>
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<bodyOffsetZ>0.009577712</bodyOffsetZ>
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<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>20</tickDuration>
<bodyAngle>-45.2595444</bodyAngle>
<headAngle>-24.2278748</headAngle>
<genitalAngle>0</genitalAngle>
<bodyOffsetZ>0.0315402448</bodyOffsetZ>
<bodyOffsetX>0.415024319</bodyOffsetX>
<headBob>0</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
</li>
<li>
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<bodyAngle>-45.2595444</bodyAngle>
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<headBob>0</headBob>
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<soundEffect>Slimy</soundEffect>
</li>
<li>
<tickDuration>1</tickDuration>
<bodyAngle>-47.9400826</bodyAngle>
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<bodyOffsetZ>-0.04209958</bodyOffsetZ>
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<headBob>-0.1</headBob>
<bodyFacing>3</bodyFacing>
<headFacing>3</headFacing>
<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Transition</stageName>
<isLooping>False</isLooping>
<stageIndex>0</stageIndex>
<animationClips>
<li Class="Rimworld_Animations.PawnAnimationClip">
<keyframes>
<li>
<tickDuration>40</tickDuration>
<bodyAngle>-87.3645554</bodyAngle>
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<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.06923838</bodyOffsetZ>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
<li>
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<bodyAngle>-97.90959</bodyAngle>
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</li>
<li>
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<headBob>0</headBob>
<bodyFacing>1</bodyFacing>
<headFacing>1</headFacing>
</li>
</keyframes>
</li>
<li Class="Rimworld_Animations.PawnAnimationClip">
<layer>LayingPawn</layer>
<keyframes>
<li>
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<bodyAngle>-47.9400826</bodyAngle>
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<genitalAngle>0</genitalAngle>
<bodyOffsetZ>-0.04209958</bodyOffsetZ>
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</keyframes>
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</keyframes>
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<li>
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<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Faster</stageName>
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<animationClips>
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<keyframes>
<li>
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</keyframes>
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<layer>LayingPawn</layer>
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<soundEffect>Slimy</soundEffect>
</li>
</keyframes>
</li>
</animationClips>
</li>
<li>
<stageName>Cum</stageName>
<isLooping>True</isLooping>
<playTimeTicks>639</playTimeTicks>
<stageIndex>0</stageIndex>
<animationClips>
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<keyframes>
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<li>
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<soundEffect>Slimy</soundEffect>
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<li>
<tickDuration>80</tickDuration>
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<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
###############################################################################
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#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
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#
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###############################################################################
#*.jpg binary
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#*.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 |
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## files generated by popular Visual Studio add-ons.
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/Source/Patches/PawnAnimationPatches/HarmonyPatch_Pawn_DrawTracker.cs
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/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 |
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