home (a platformer)
@Stage\n\nwhen I receive [notcompiled v]\nswitch backdrop to (notcompiled v)\nhide list [turbowarp link \(triple click & ctrl+c then paste into url bar\) v]\n\nwhen flag clicked\ndelete all of [turbowarp link \(triple click & ctrl+c then paste into url bar\) v]\nadd [https://turbowarp.org/463553665?hqpen&size=640:360&fps=60] to [turbowarp link \(triple click & ctrl+c then paste into url bar\) v]\nswitch backdrop to (empty v)\n\nwhen I receive [askperformance v]\nswitch backdrop to (askperformance v)\n\nwhen I receive [startmenu v]\nswitch backdrop to (mainmenu v)\n\nwhen stage clicked\nif <<(--InGame) = [0]> and <(-TransitionScenes) = [0]>> then\n    if <(-MainMenuRoom) = [2]> then\n        if <<<(mouse y) > ((100) - (--CanvasSizeY))> and <(mouse y) < ((--CanvasSizeY) - (80))>> and <not <(-LevelMenuSelected) = [0]>>> then\n            broadcast (UnselectLevel v)\n        end\n    else\n        if <(-MainMenuRoom) = [4]> then\n            broadcast (CreditsBack v)\n            broadcast (ClickButton v)\n            set [-mainmenuroom v] to [1]\n        else\n            if <(-MainMenuRoom) = [5]> then\n                broadcast (ChangeStoryPart v)\n            end\n        end\n    end\nend\n\nwhen I receive [deletealldata v]\ndelete all of [turbowarp link \(triple click & ctrl+c then paste into url bar\) v]\n\nwhen I receive [options v]\nswitch backdrop to (options v)\n\nwhen I receive [optionsback v]\nswitch backdrop to (mainmenu v)\n\nwhen I receive [credits v]\nswitch backdrop to (credits v)\n\nwhen I receive [creditsback v]\nswitch backdrop to (mainmenu v)\n\nwhen I receive [newgame v]\nswitch backdrop to (story v)\n\n@Empty\n\n@Main\n\ndefine Update Joystick\nif <(--MobileControls) = [1]> then\n    if <mouse down?> then\n        if <(JoystickState) = [-1]> then\n            set [joystickvx v] to [0]\n            set [joystickvy v] to [0]\n        else\n            set [joystickvx v] to ((mouse x) - (JoystickCenterX))\n            set [joystickvy v] to ((mouse y) - (JoystickCenterY))\n            set [joystickmag v] to ([sqrt v] of (((JoystickVx) * (JoystickVx)) + ((JoystickVy) * (JoystickVy))) )\n            if <(JoystickState) = [0]> then\n                if <(JoystickMag) < (JoystickSize)> then\n                    set [joystickstate v] to [1]\n                else\n                    set [joystickstate v] to [-1]\n                    set [joystickvx v] to [0]\n                    set [joystickvy v] to [0]\n                end\n            end\n            if <(JoystickMag) > (JoystickSize)> then\n                set [joystickvx v] to ((JoystickVx) / (JoystickMag))\n                set [joystickvy v] to ((JoystickVy) / (JoystickMag))\n            else\n                set [joystickvx v] to ((JoystickVx) / (JoystickSize))\n                set [joystickvy v] to ((JoystickVy) / (JoystickSize))\n            end\n        end\n    else\n        set [joystickstate v] to [0]\n        set [joystickvx v] to [0]\n        set [joystickvy v] to [0]\n    end\nend\n\ndefine Pause\nif <<<(--InGame) = [1]> and <<(-ResetMode) = [0]> and <(-TransitionScenes) = [0]>>> and <<(-TimeTrialLevel) = [0]> or <(-TimeTrialFinished) = [-1]>>> then\n    set [--pausegame v] to ((1) - (--PauseGame))\n    broadcast (Pause v)\nend\n\nwhen I receive [pause v]\nif <(--PauseGame) = [1]> then\n    set volume to (0) %\n    set [pitch v] effect to ((-1) / (0))\n    set [-ingamemenu v] to [1]\nelse\n    set [pitch v] effect to (0)\n    set volume to (100) %\n    set [-ingamemenu v] to [0]\nend\n\nwhen flag clicked\nset [music volume v] to [100]\nset [sfx volume v] to [100]\nset [-currentmusic v] to [-1]\nset [-transitionscenes v] to [0]\nforever\n    play sound (join [music] (-CurrentMusic)) until done\nend\n\nwhen I receive [startmenu v]\nset [-currentmusic v] to [0]\n\nwhen flag clicked\nset volume to (100) %\nforever\n    if <(--PauseGame) = [0]> then\n        if <(-TransitionScenes) > [0]> then\n            set volume to (((1) - (-TransitionSceneState)) * (Music Volume)) %\n        else\n            if <<<(-TimeTrialLevel) = [1]> and <(--InGame) = [1]>> and <not <(-TimeTrialFinished) = [-1]>>> then\n                set volume to (((Music Volume) * (-TimeTrialFinished)) * (0.5)) %\n            else\n                set volume to (Music Volume) %\n            end\n        end\n    end\nend\n\ndefine Get Canvas Size\nshow\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [--canvassizex v] to [0]\nrepeat until <<touching (_edge_ v)?> or <(--CanvasSizeX) > [99999]>>\n    change [--canvassizex v] by (1)\n    change x by (1)\nend\ngo to x: (0) y: (0)\nset [--canvassizey v] to [0]\nrepeat until <<touching (_edge_ v)?> or <(--CanvasSizeY) > [99999]>>\n    change [--canvassizey v] by (1)\n    change y by (1)\nend\nhide\nif <<(--CanvasSizeX) > [99999]> or <(--CanvasSizeY) > [99999]>> then\n    set [--canvassizex v] to [240]\n    set [--canvassizey v] to [180]\nend\n\ndefine PreInit\nswitch backdrop to (empty v)\nset [~oldtime v] to (days since 2000)\nset [$jumppressed v] to [0]\nset [#fps v] to [?]\nset [--fast_mode v] to [0]\nset [-mainmenuroom v] to [-1]\nset [--pausegame v] to [0]\nset [-oldmusic v] to [0]\nset [--loading v] to [0]\nset [--ingame v] to [0]\nset [-transitionscenes v] to [0]\nset [-transitionscenestate v] to [0]\nset [$pausepressed v] to [0]\nset [-ingamemenu v] to [0]\nset [-coinearnedtimer v] to [0]\nset [-coinsearned v] to [0]\nset [-crystalscoreearned v] to [0]\nset [--completedgame v] to [0]\nset [--isnewgame v] to [1]\nset [pitch v] effect to (0)\nset volume to (100) %\nset [color v] effect to (1)\nset [--debug_mode v] to (<key (q v) pressed?> + ())\nreset timer\nGet Canvas Size\nset [--mobilecontrols v] to [0]\nset [joysticksize v] to [50]\nset [joystickcenterx v] to ((70) - (--CanvasSizeX))\nset [joystickcentery v] to ((70) - (--CanvasSizeY))\nset [joystickstate v] to [0]\nset [jumpcenterx v] to ((--CanvasSizeX) - (70))\nset [jumpcentery v] to ((70) - (--CanvasSizeY))\nset [joysticktype v] to [1]\nset [-dynamiccameraactive v] to [0]\n\ndefine DeltaTime\nset [#deltatime v] to ((86400) * ((days since 2000) - (~oldTime)))\nset [~oldtime v] to (days since 2000)\nset [#fps v] to (round ((1) / (#DeltaTime)))\nif <(#DeltaTime) > (#MaxDeltaTime)> then\n    set [#deltatime v] to (#MaxDeltaTime)\nend\nif <(--Fast_MODE) = [1]> then\n    set [#deltatime v] to (#MaxDeltaTime)\nend\n\nwhen [i v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    set [--fast_mode v] to ((1) - (--Fast_MODE))\nend\n\nwhen [o v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    set [@engineusechunks v] to ((1) - (@EngineUseChunks))\nend\n\nwhen [l v] key pressed\nif <key (q v) pressed?> then\n    broadcast (DeleteAllData v) and wait\nend\n\ndefine Controls\nset [joystickvx v] to ((mouse x) - (JumpCenterX))\nset [joystickvy v] to ((mouse y) - (JumpCenterY))\nset [joystickmag v] to ([sqrt v] of (((JoystickVx) * (JoystickVx)) + ((JoystickVy) * (JoystickVy))) )\nif <<key (space v) pressed?> or <<<(--MobileControls) = [1]> and <mouse down?>> and <<(JoystickMag) < (JoystickSize)> or <<(JoystickType) = [2]> and <(JoystickState) > [0]>>>>> then\n    if <($JumpPressed) = [0]> then\n        set [$jumppressed v] to [1]\n        if <(--MobileControls) = [1]> then\n            set [joystickcenterx v] to (JumpCenterX)\n            set [joystickcentery v] to (JumpCenterY)\n            set [joysticktype v] to [2]\n        end\n    else\n        set [$jumppressed v] to [2]\n    end\nelse\n    set [$jumppressed v] to [0]\n    if <<(--MobileControls) = [1]> and <not <mouse down?>>> then\n        set [joystickcenterx v] to ((70) - (--CanvasSizeX))\n        set [joystickcentery v] to ((70) - (--CanvasSizeY))\n        set [joysticktype v] to [1]\n    end\nend\nif <<key (p v) pressed?> or <<(--PauseGame) = [0]> and <<<(mouse y) > ((--CanvasSizeY) - (20))> and <([abs v] of (mouse x) ) < [20]>> and <mouse down?>>>> then\n    if <($PausePressed) = [0]> then\n        set [$pausepressed v] to [1]\n        Pause\n    end\nelse\n    set [$pausepressed v] to [0]\nend\nUpdate Joystick\n\nwhen flag clicked\nPreInit\nbroadcast (EngineInit v) and wait\nbroadcast (LoadMeshes v) and wait\nbroadcast (MyInit v) and wait\nerase all\nset [--iscompiled v] to (<is compiled?> + ())\nset [--ingame v] to [0]\nif <not <is compiled?>> then\n    set [-mainmenuroom v] to [0.1]\n    broadcast (NotCompiled v) and wait\nelse\n    set [-mainmenuroom v] to [0.2]\n    broadcast (AskPerformance v) and wait\nend\nforever\n    Controls\n    if <(--InGame) = [1]> then\n        if <(--Loading) = [0]> then\n            if <(--PauseGame) = [0]> then\n                broadcast (update v)\n            else\n                broadcast (PauseUpdate v)\n            end\n            erase all\n            broadcast (Predraw v)\n            broadcast (draw v)\n            broadcast (PostDraw v)\n        end\n    else\n        erase all\n        broadcast (MenuPreDraw v)\n        broadcast (MenuUpdate v)\n    end\n    DeltaTime\nend\n\n@Draw3D\n\nCalc Trig\n\nset [@camerarotatex v] to ((~cameraX_Rot_temp) - (item (~g) of [@gameobject_rotx v]))\n\nSet Ver1 (((~GetX1) * (zrotcos)) - ((~GetY1) * (zrotsin))) (((~GetX1) * (zrotsin)) + ((~GetY1) * (zrotcos))) (~GetZ1)\nset [@cameraz v] to (~GetZ1)\n\ndefine Sort Objects (lo) (hi)\nset [_sort0 v] to ((lo) - (1))\nrepeat until <((hi) - (_sort0)) < [17]>\n    set [_sort1 v] to ((((hi) - (_sort0)) mod (3)) + (1))\n    change [_sort0 v] by (1)\n    set [_sort2 v] to (item ((round (((_sort0) + (hi)) / (2))) + ((_sort1) - (2))) of [~layervalues v])\n    set [_sort3 v] to (item ((hi) - (_sort1)) of [~layervalues v])\n    set [_sort1 v] to (item ((_sort0) + (_sort1)) of [~layervalues v])\n    if <not <<(_sort1) > (_sort2)> or <(_sort2) > (_sort3)>>> then\n        set [_sort4 v] to (_sort0)\n        set [_sort5 v] to ((hi) - (1))\n        repeat until <(_sort4) > (_sort5)>\n            if <(item (_sort4) of [~layervalues v]) > (item ((_sort4) + (1)) of [~layervalues v])> then\n                if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n                    if <(item ((_sort4) + (1)) of [~layervalues v]) = (_sort1)> then\n                        set [_sort1 v] to (item (_sort4) of [~layervalues v])\n                    else\n                        set [_sort1 v] to (item ((_sort4) + (1)) of [~layervalues v])\n                    end\n                end\n                set [_sort4 v] to [0]\n                set [_sort5 v] to [-1]\n            else\n                if <(item (_sort5) of [~layervalues v]) > (item ((_sort5) + (1)) of [~layervalues v])> then\n                    if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n                        if <(item ((_sort5) + (1)) of [~layervalues v]) = (_sort1)> then\n                            set [_sort1 v] to (item (_sort5) of [~layervalues v])\n                        else\n                            set [_sort1 v] to (item ((_sort5) + (1)) of [~layervalues v])\n                        end\n                    end\n                    set [_sort4 v] to [0]\n                    set [_sort5 v] to [-1]\n                end\n            end\n            change [_sort4 v] by (1)\n            change [_sort5 v] by (-1)\n        end\n        if <(_sort5) > [0]> then\n            set [_sort0 v] to (hi)\n            stop [this script v]\n        end\n    end\n    if <(_sort1) < (_sort2)> then\n        if <(_sort3) < (_sort2)> then\n            if <(_sort3) < (_sort1)> then\n                set [_sort1 v] to (_sort1)\n            else\n                if <(_sort1) < (_sort3)> then\n                    set [_sort1 v] to (_sort3)\n                else\n                    set [_sort1 v] to (_sort2)\n                end\n            end\n        else\n            set [_sort1 v] to (_sort2)\n        end\n    else\n        if <(_sort2) < (_sort1)> then\n            if <(_sort3) < (_sort1)> then\n                if <(_sort3) < (_sort2)> then\n                    set [_sort1 v] to (_sort2)\n                else\n                    if <(_sort2) < (_sort3)> then\n                        set [_sort1 v] to (_sort3)\n                    else\n                        set [_sort1 v] to (_sort1)\n                    end\n                end\n            else\n                set [_sort1 v] to (_sort1)\n            end\n        else\n            if <(_sort3) < (_sort1)> then\n                set [_sort1 v] to (_sort1)\n            else\n                set [_sort1 v] to (_sort3)\n            end\n        end\n    end\n    set [_sort2 v] to (_sort0)\n    while <(item (_sort2) of [~layervalues v]) < (_sort1)>\n        change [_sort2 v] by (1)\n    end\n    set [_sort3 v] to (hi)\n    repeat until <(item (_sort3) of [~layervalues v]) < (_sort1)>\n        change [_sort3 v] by (-1)\n    end\n    while <(_sort2) < (_sort3)>\n        set [_sort4 v] to (item (_sort2) of [~layervalues v])\n        set [_sort6 v] to (item (_sort2) of [~layerids v])\n        set [_sort7 v] to (item (_sort2) of [~layertype v])\n        replace item (_sort2) of [~layervalues v] with (item (_sort3) of [~layervalues v])\n        replace item (_sort2) of [~layerids v] with (item (_sort3) of [~layerids v])\n        replace item (_sort2) of [~layertype v] with (item (_sort3) of [~layertype v])\n        replace item (_sort3) of [~layervalues v] with (_sort4)\n        replace item (_sort3) of [~layerids v] with (_sort6)\n        replace item (_sort3) of [~layertype v] with (_sort7)\n        change [_sort2 v] by (1)\n        while <(item (_sort2) of [~layervalues v]) < (_sort1)>\n            change [_sort2 v] by (1)\n        end\n        change [_sort3 v] by (-1)\n        repeat until <(item (_sort3) of [~layervalues v]) < (_sort1)>\n            change [_sort3 v] by (-1)\n        end\n    end\n    Sort Objects (_sort0) (_sort3)\nend\nchange [_sort0 v] by (1)\nset [_sort3 v] to (_sort0)\nrepeat ((hi) - (_sort0))\n    set [_sort1 v] to (item ((_sort0) + (1)) of [~layervalues v])\n    set [_sort6 v] to (item ((_sort0) + (1)) of [~layerids v])\n    set [_sort7 v] to (item ((_sort0) + (1)) of [~layertype v])\n    set [_sort2 v] to (_sort0)\n    repeat until <<not <(_sort1) < (item (_sort2) of [~layervalues v])>> or <(_sort2) < (_sort3)>>\n        replace item ((_sort2) + (1)) of [~layervalues v] with (item (_sort2) of [~layervalues v])\n        replace item ((_sort2) + (1)) of [~layerids v] with (item (_sort2) of [~layerids v])\n        replace item ((_sort2) + (1)) of [~layertype v] with (item (_sort2) of [~layertype v])\n        change [_sort2 v] by (-1)\n    end\n    replace item ((_sort2) + (1)) of [~layervalues v] with (_sort1)\n    replace item ((_sort2) + (1)) of [~layerids v] with (_sort6)\n    replace item ((_sort2) + (1)) of [~layertype v] with (_sort7)\n    change [_sort0 v] by (1)\nend\n\ndefine Quad (a) (b) (c) (d) (e) (f) (g) (h) (brightness) (ogcolor) (lightchange) <transparent> (color) (res)\nset [_b v] to ([sqrt v] of ((((e) - (a)) * ((e) - (a))) + (((f) - (b)) * ((f) - (b)))) )\nset [_a v] to ([sqrt v] of ((((c) - (e)) * ((c) - (e))) + (((d) - (f)) * ((d) - (f)))) )\nset [_c v] to ([sqrt v] of ((((c) - (a)) * ((c) - (a))) + (((d) - (b)) * ((d) - (b)))) )\nset [_p1 v] to ((_A) + ((_B) + (_C)))\ngo to x: (((((_A) * (a)) + ((_B) * (c))) + ((_C) * (e))) / (_P1)) y: (((((_A) * (b)) + ((_B) * (d))) + ((_C) * (f))) / (_P1))\nset pen color to (ogcolor)\nchange pen (brightness v) by (~lightChange)\nif <transparent> then\n    set pen (transparency v) to (90)\nend\nquad intern ((x position) - (a)) ((y position) - (b)) ((x position) - (c)) ((y position) - (d)) ((x position) - (e)) ((y position) - (f)) ([sqrt v] of (((((_P1) - ((_A) * (2))) * ((_P1) - ((_B) * (2)))) * ((_P1) - ((_C) * (2)))) / (_P1)) ) (a) (b) (c) (d) (e) (f) (brightness) (color) (res)\nset [_a v] to ([sqrt v] of ((((g) - (e)) * ((g) - (e))) + (((h) - (f)) * ((h) - (f)))) )\nset [_c v] to ([sqrt v] of ((((a) - (g)) * ((a) - (g))) + (((b) - (h)) * ((b) - (h)))) )\nset [_p1 v] to ((_A) + ((_B) + (_C)))\ngo to x: (((((_A) * (a)) + ((_B) * (g))) + ((_C) * (e))) / (_P1)) y: (((((_A) * (b)) + ((_B) * (h))) + ((_C) * (f))) / (_P1))\nset pen color to (ogcolor)\nchange pen (brightness v) by (~lightChange)\nif <transparent> then\n    set pen (transparency v) to (90)\nend\nquad intern ((x position) - (a)) ((y position) - (b)) ((x position) - (g)) ((y position) - (h)) ((x position) - (e)) ((y position) - (f)) ([sqrt v] of (((((_P1) - ((_A) * (2))) * ((_P1) - ((_B) * (2)))) * ((_P1) - ((_C) * (2)))) / (_P1)) ) (a) (b) (g) (h) (e) (f) (brightness) (color) (res)\nset pen size to (2)\ngo to x: (a) y: (b)\ngo to x: (c) y: (d)\ngo to x: (e) y: (f)\ngo to x: (g) y: (h)\ngo to x: (a) y: (b)\ngo to x: (e) y: (f)\npen up\n\ndefine quad intern (ina1) (inb1) (inc) (ind) (ine1) (inf1) (inr1) (a) (b) (c) (d) (e) (f) (brightness) (color) (res)\nif <<(_A) < (_B)> and <(_A) < (_C)>> then\n    set [_a v] to ((0.5) - ((inr1) / ((4) * ([sqrt v] of (((ina1) * (ina1)) + ((inb1) * (inb1))) ))))\nelse\n    if <(_B) < (_C)> then\n        set [_a v] to ((0.5) - ((inr1) / ((4) * ([sqrt v] of (((inc) * (inc)) + ((ind) * (ind))) ))))\n    else\n        set [_a v] to ((0.5) - ((inr1) / ((4) * ([sqrt v] of (((ine1) * (ine1)) + ((inf1) * (inf1))) ))))\n    end\nend\nset pen size to (inr1)\npen down\nset [_c v] to (_A)\nrepeat ((res) - (([ln v] of (inr1) ) / ([ln v] of (_A) )))\n    set pen size to ((_A) * (inr1))\n    go to x: ((a) + ((_A) * (ina1))) y: ((b) + ((_A) * (inb1)))\n    go to x: ((c) + ((_A) * (inc))) y: ((d) + ((_A) * (ind)))\n    go to x: ((e) + ((_A) * (ine1))) y: ((f) + ((_A) * (inf1)))\n    go to x: ((a) + ((_A) * (ina1))) y: ((b) + ((_A) * (inb1)))\n    set [_a v] to ((_A) * (_C))\n    change pen (brightness v) by (brightness)\n    change pen (color v) by (color)\nend\n\ndefine Azex Draw (ina) (inb) (inc) (ind) (ine) (inf) (inr) (a) (b) (c) (d) (e) (f) (brightness) (color) (res)\nif <<(_A) < (_B)> and <(_A) < (_C)>> then\n    set [_a v] to ((0.5) - ((inr) / ((4) * ([sqrt v] of (((ina) * (ina)) + ((inb) * (inb))) ))))\nelse\n    if <(_B) < (_C)> then\n        set [_a v] to ((0.5) - ((inr) / ((4) * ([sqrt v] of (((inc) * (inc)) + ((ind) * (ind))) ))))\n    else\n        set [_a v] to ((0.5) - ((inr) / ((4) * ([sqrt v] of (((ine) * (ine)) + ((inf) * (inf))) ))))\n    end\nend\nset pen size to (inr)\npen down\nset [_b v] to (_A)\nrepeat ((res) - (([ln v] of (inr) ) / ([ln v] of (_A) )))\n    set pen size to ((_A) * (inr))\n    go to x: ((a) + ((_A) * (ina))) y: ((b) + ((_A) * (inb)))\n    go to x: ((c) + ((_A) * (inc))) y: ((d) + ((_A) * (ind)))\n    go to x: ((e) + ((_A) * (ine))) y: ((f) + ((_A) * (inf)))\n    go to x: ((a) + ((_A) * (ina))) y: ((b) + ((_A) * (inb)))\n    set [_a v] to ((_A) * (_B))\n    change pen (brightness v) by (brightness)\n    change pen (color v) by (color)\nend\nset pen size to (2)\ngo to x: (a) y: (b)\ngo to x: (c) y: (d)\ngo to x: (e) y: (f)\ngo to x: (a) y: (b)\npen up\n\ndefine Azex Optimized (a) (b) (c) (d) (e) (f) (brightness) (color) (res)\nset [_a v] to ([sqrt v] of ((((c) - (e)) * ((c) - (e))) + (((d) - (f)) * ((d) - (f)))) )\nset [_b v] to ([sqrt v] of ((((e) - (a)) * ((e) - (a))) + (((f) - (b)) * ((f) - (b)))) )\nset [_c v] to ([sqrt v] of ((((c) - (a)) * ((c) - (a))) + (((d) - (b)) * ((d) - (b)))) )\nset [_p v] to ((_A) + ((_B) + (_C)))\nif <(_P) > [0]> then\n    go to x: (((((_A) * (a)) + ((_B) * (c))) + ((_C) * (e))) / (_P)) y: (((((_A) * (b)) + ((_B) * (d))) + ((_C) * (f))) / (_P))\n    Azex Draw ((x position) - (a)) ((y position) - (b)) ((x position) - (c)) ((y position) - (d)) ((x position) - (e)) ((y position) - (f)) ([sqrt v] of (((((_P) - ((_A) * (2))) * ((_P) - ((_B) * (2)))) * ((_P) - ((_C) * (2)))) / (_P)) ) (a) (b) (c) (d) (e) (f) (brightness) (color) (res)\nend\n\ndefine int draw line (x1) (y1) (x2) (y2) (start size) (end size) (x normal) (y normal) (size diff) (x diff) (y diff)\nset [~tempx1 v] to (x1)\nset [~tempy1 v] to (y1)\nif <(start size) > [1]> then\n    set [~temp v] to (start size)\nelse\n    set [~temp v] to [1]\nend\nif <(~temp) < (end size)> then\n    repeat until <((~temp) * (2)) > (end size)>\n        set [~temp2 v] to ((((2) * (~temp)) - (start size)) / (size diff))\n        set [~tempx2 v] to ((x1) + ((x diff) * (~temp2)))\n        set [~tempy2 v] to ((y1) + ((y diff) * (~temp2)))\n        set pen size to (1)\n        go to x: ((~tempX2) - ((~temp) * (x normal))) y: ((~tempY2) - ((~temp) * (y normal)))\n        pen down\n        set pen size to (~temp)\n        go to x: (~tempX1) y: (~tempY1)\n        go to x: ((~tempX2) + ((~temp) * (x normal))) y: ((~tempY2) + ((~temp) * (y normal)))\n        pen up\n        set [~tempx1 v] to (~tempX2)\n        set [~tempy1 v] to (~tempY2)\n        set [~temp v] to ((~temp) * (2))\n    end\n    go to x: ((x2) - (((end size) - (~temp)) * (x normal))) y: ((y2) - (((end size) - (~temp)) * (y normal)))\n    set pen size to (1)\n    pen down\n    set pen size to (~temp)\n    go to x: (~tempX1) y: (~tempY1)\n    go to x: ((x2) + (((end size) - (~temp)) * (x normal))) y: ((y2) + (((end size) - (~temp)) * (y normal)))\n    pen up\n    go to x: (x2) y: (y2)\n    set pen size to (end size)\n    pen down\n    pen up\nend\n\ndefine draw line from x (x1) y (y1) to x (x2) y (y2) start width (start size) end width (end size)\nif <(start size) = (end size)> then\n    go to x: (x1) y: (y1)\n    set pen size to (1)\n    pen down\n    set pen size to (start size)\n    go to x: (x2) y: (y2)\n    pen up\nelse\n    set [~mag v] to (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) * (2))\n    if <(end size) > (start size)> then\n        int draw line (x1) (y1) (x2) (y2) (start size) (end size) (((y2) - (y1)) / (~Mag)) (((x1) - (x2)) / (~Mag)) ((end size) - (start size)) ((x2) - (x1)) ((y2) - (y1))\n    else\n        int draw line (x2) (y2) (x1) (y1) (end size) (start size) (((y1) - (y2)) / (~Mag)) (((x2) - (x1)) / (~Mag)) ((start size) - (end size)) ((x1) - (x2)) ((y1) - (y2))\n    end\nend\n\ndefine GetDrawOrder\ndelete all of [debug v]\ndelete all of [~layervalues v]\ndelete all of [~layerids v]\ndelete all of [~layertype v]\nif <(@EngineUseChunks) = [1]> then\n    GetDrawOrder - GameObjects\n    GetDrawOrder - Sprite3D\n    GetDrawOrder - Line3D\n    GetDrawOrder - Triangle and Quads\nelse\n    GetDrawOrder - GameObjects - NoChunks\n    GetDrawOrder - Sprite3D - NoChunks\n    GetDrawOrder - Line3D - NoChunks\n    GetDrawOrder - Triangles and Quads - NoChunks\nend\nSort Objects [1] (length of [~layerids v])\n\ndefine Fill Tri (x0) (y0) (x1) (y1) (x2) (y2) res (resolution) color (color) brightness (brightness)\nset [~t_a1 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [~t_a2 v] to ([sqrt v] of ((((x0) - (x2)) * ((x0) - (x2))) + (((y0) - (y2)) * ((y0) - (y2)))) )\nset [~t_a3 v] to ([sqrt v] of ((((x0) - (x1)) * ((x0) - (x1))) + (((y0) - (y1)) * ((y0) - (y1)))) )\nif <((~T_a1) + ((~T_a2) + (~T_a3))) = [0]> then\n    go to x: (x0) y: (y0)\n    set pen size to (1)\n    pen down\n    pen up\n    stop [this script v]\nend\nset [~t_s v] to ((1) / ((~T_a1) + ((~T_a2) + (~T_a3))))\nset [~t_cx v] to (((((~T_a1) * (x0)) + ((~T_a2) * (x1))) + ((~T_a3) * (x2))) * (~T_s))\nset [~t_cy v] to (((((~T_a1) * (y0)) + ((~T_a2) * (y1))) + ((~T_a3) * (y2))) * (~T_s))\nset [~t_circlerad v] to ([sqrt v] of (((((~T_a2) + (~T_a3)) - (~T_a1)) * ((((~T_a3) + (~T_a1)) - (~T_a2)) * (((~T_a1) + (~T_a2)) - (~T_a3)))) * (~T_s)) )\nset [~t_vx1 v] to ((~T_cx) - (x0))\nset [~t_vy1 v] to ((~T_cy) - (y0))\nset [~t_vx2 v] to ((~T_cx) - (x1))\nset [~t_vy2 v] to ((~T_cy) - (y1))\nset [~t_vx3 v] to ((~T_cx) - (x2))\nset [~t_vy3 v] to ((~T_cy) - (y2))\nif <<(~T_a1) < (~T_a2)> and <(~T_a1) < (~T_a3)>> then\n    set [~t_vmag v] to ([sqrt v] of (((~T_vx1) * (~T_vx1)) + ((~T_vy1) * (~T_vy1))) )\nelse\n    if <(~T_a2) < (~T_a3)> then\n        set [~t_vmag v] to ([sqrt v] of (((~T_vx2) * (~T_vx2)) + ((~T_vy2) * (~T_vy2))) )\n    else\n        set [~t_vmag v] to ([sqrt v] of (((~T_vx3) * (~T_vx3)) + ((~T_vy3) * (~T_vy3))) )\n    end\nend\nset [~t_r v] to ((((~T_vMag) * (2)) - (~T_CircleRad)) / ((~T_vMag) * (4)))\nset [~t_vmag v] to [1]\ngo to x: (~T_cx) y: (~T_cy)\nset pen size to ([ceiling v] of (~T_CircleRad) )\npen down\nrepeat ([ceiling v] of (([log v] of ((resolution) / (~T_CircleRad)) ) / ([log v] of (~T_r) )) )\n    set [~t_vmag v] to ((~T_vMag) * (~T_r))\n    set pen size to ([ceiling v] of ((~T_CircleRad) * (~T_vMag)) )\n    go to x: ((x0) + ((~T_vx1) * (~T_vMag))) y: ((y0) + ((~T_vy1) * (~T_vMag)))\n    go to x: ((x1) + ((~T_vx2) * (~T_vMag))) y: ((y1) + ((~T_vy2) * (~T_vMag)))\n    go to x: ((x2) + ((~T_vx3) * (~T_vMag))) y: ((y2) + ((~T_vy3) * (~T_vMag)))\n    go to x: ((x0) + ((~T_vx1) * (~T_vMag))) y: ((y0) + ((~T_vy1) * (~T_vMag)))\n    change pen (brightness v) by (brightness)\n    change pen (color v) by (color)\nend\nset pen size to ([ceiling v] of ((resolution) * (0.55)) )\ngo to x: (x0) y: (y0)\ngo to x: (x1) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x0) y: (y0)\npen up\n\nwhen I receive [draw v]\nDraw Everything\n\nwhen I receive [engineinit v]\nInit\n\ndefine Init\nhide\nset rotation style [all around v]\ndelete all of [~layerids v]\ndelete all of [~layertype v]\ndelete all of [~layervalues v]\n\ndefine Draw Everything\nGet View Matrix\nGetDrawOrder\nset [~i v] to (length of [~layerids v])\nrepeat (length of [~layerids v])\n    if <(item (~i) of [~layerids v]) < [0]> then\n        Draw World Quad\n    else\n        set [~gettype v] to (item (~i) of [~layertype v])\n        if <(~getType) > [2]> then\n            if <(~getType) = [3]> then\n                Draw World Triangle Unit\n            end\n        else\n            if <(~getType) = [1]> then\n                Draw World Sprite\n            else\n                if <(~getType) = [0]> then\n                    Draw World Meshes\n                else\n                    Draw World Line\n                end\n            end\n        end\n    end\n    change [~i v] by (-1)\nend\n\ndefine GetDrawOrder - GameObjects\nset [~g v] to [0]\nrepeat (length of [#chunkactive_gameobject v])\n    change [~g v] by (1)\n    set [~getgameobjectid v] to (item (~g) of [#chunkactive_gameobject v])\n    if (item (~getGameObjectID) of [@gameobjectactive v]) then\n        Calculate CameraTemp Mag ((item (~getGameObjectID) of [@gameobjectx v]) + (item (((~getGameObjectID) * (3)) - (2)) of [@gameobjectdrawoffset v])) ((item (~getGameObjectID) of [@gameobjecty v]) + (item (((~getGameObjectID) * (3)) - (1)) of [@gameobjectdrawoffset v])) ((item (~getGameObjectID) of [@gameobjectz v]) + (item ((~getGameObjectID) * (3)) of [@gameobjectdrawoffset v])) [0]\n        add (~getGameObjectID) to [~layerids v]\n        add [0] to [~layertype v]\n    end\nend\n\ndefine GetDrawOrder - Sprite3D\nset [~s v] to [0]\nrepeat (length of [#chunkactive_sprites v])\n    change [~s v] by (1)\n    set [~getspriteid v] to (item (~s) of [#chunkactive_sprites v])\n    if (item (~getSpriteID) of [@sprite3d_active v]) then\n        Calculate CameraTemp Mag (item (~getSpriteID) of [@sprite3d_x v]) ((80) + (item (~getSpriteID) of [@sprite3d_y v])) (item (~getSpriteID) of [@sprite3d_z v]) [0]\n        add (~getSpriteID) to [~layerids v]\n        add [1] to [~layertype v]\n    end\nend\n\ndefine Draw World Meshes\nset [~getgameobjectid v] to (item (~i) of [~layerids v])\ndelete all of [~meshlayervalue v]\ndelete all of [~meshlayerid v]\nGet World Matrix ([sin v] of (item (~getGameObjectID) of [@gameobject_rotx v]) ) ([sin v] of (item (~getGameObjectID) of [@gameobject_roty v]) ) ([sin v] of (item (~getGameObjectID) of [@gameobject_rotz v]) ) ([cos v] of (item (~getGameObjectID) of [@gameobject_rotx v]) ) ([cos v] of (item (~getGameObjectID) of [@gameobject_roty v]) ) ([cos v] of (item (~getGameObjectID) of [@gameobject_rotz v]) )\nApply Transposed World Matrix (#LightX) (#LightY) (#LightZ)\nset [~lighttempx v] to (~GetX1)\nset [~lighttempy v] to (~GetY1)\nset [~lighttempz v] to (~GetZ1)\ndelete all of [~meshvertexx v]\ndelete all of [~meshvertexy v]\ndelete all of [~meshvertexz v]\ndelete all of [~meshprojectedx v]\ndelete all of [~meshprojectedy v]\ndelete all of [~meshvertexstate v]\nset [~v v] to (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#vertexescount v])\nrepeat ((item ((item (~getGameObjectID) of [@gameobjectmeshid v]) + (1)) of [#vertexescount v]) - (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#vertexescount v]))\n    change [~v v] by (1)\n    World Matrix ((item (~getGameObjectID) of [@gameobjectsizex v]) * (item (~v) of [#vertex_x v])) ((item (~getGameObjectID) of [@gameobjectsizey v]) * (item (~v) of [#vertex_y v])) ((item (~getGameObjectID) of [@gameobjectsizez v]) * (item (~v) of [#vertex_z v]))\n    View Matrix ((~GetX1) + ((item (~getGameObjectID) of [@gameobjectx v]) - (@CameraX))) ((~GetY1) + ((item (~getGameObjectID) of [@gameobjecty v]) - (@CameraY))) ((~GetZ1) + ((item (~getGameObjectID) of [@gameobjectz v]) - (@CameraZ)))\n    add ((@FocalLength) * ((~GetX1) / (~GetZ1))) to [~meshprojectedx v]\n    add ((@FocalLength) * ((~GetY1) / (~GetZ1))) to [~meshprojectedy v]\n    add (~GetX1) to [~meshvertexx v]\n    add (~GetY1) to [~meshvertexy v]\n    add (~GetZ1) to [~meshvertexz v]\n    add (<(~GetZ1) > (#MinCameraDist)> + ()) to [~meshvertexstate v]\nend\nset [~vertexadd v] to (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#vertexescount v])\nset [~faceadd v] to ((item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#facescount v]) / (3))\nset [~normaladd v] to (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#normalscount v])\nset [~mtr v] to (~faceADD)\nrepeat (((item ((item (~getGameObjectID) of [@gameobjectmeshid v]) + (1)) of [#facescount v]) - (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#facescount v])) / (3))\n    set [~facevertexn1 v] to (item (((~mTr) * (3)) + (1)) of [#meshfacedata v])\n    set [~facevertexn2 v] to (item (((~mTr) * (3)) + (2)) of [#meshfacedata v])\n    set [~facevertexn3 v] to (item (((~mTr) * (3)) + (3)) of [#meshfacedata v])\n    if <(item (~faceVertexN1) of [~meshvertexstate v]) and <(item (~faceVertexN2) of [~meshvertexstate v]) and (item (~faceVertexN3) of [~meshvertexstate v])>> then\n        set [~tempx0 v] to ((((item (~faceVertexN1) of [~meshvertexx v]) + (item (~faceVertexN2) of [~meshvertexx v])) + (item (~faceVertexN3) of [~meshvertexx v])) / (3))\n        set [~tempy0 v] to ((((item (~faceVertexN1) of [~meshvertexy v]) + (item (~faceVertexN2) of [~meshvertexy v])) + (item (~faceVertexN3) of [~meshvertexy v])) / (3))\n        set [~tempz0 v] to ((((item (~faceVertexN1) of [~meshvertexz v]) + (item (~faceVertexN2) of [~meshvertexz v])) + (item (~faceVertexN3) of [~meshvertexz v])) / (3))\n        set [~mag v] to ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )\n        if <<(item (~getGameObjectID) of [@gameobjectbackfaceculling v]) = [0]> or <(((item (~faceVertexN3) of [~meshprojectedx v]) - (item (~faceVertexN1) of [~meshprojectedx v])) * ((item (~faceVertexN2) of [~meshprojectedy v]) - (item (~faceVertexN1) of [~meshprojectedy v]))) < (((item (~faceVertexN2) of [~meshprojectedx v]) - (item (~faceVertexN1) of [~meshprojectedx v])) * ((item (~faceVertexN3) of [~meshprojectedy v]) - (item (~faceVertexN1) of [~meshprojectedy v])))>> then\n            Add Mesh Layer (~Mag) (~mTr)\n        end\n    end\n    change [~mtr v] by (1)\nend\nDraw Mesh Triangles\n\ndefine Draw World Sprite\nset [~getspriteid v] to (item (~i) of [~layerids v])\nView Matrix ((item (~getSpriteID) of [@sprite3d_x v]) - (@CameraX)) ((item (~getSpriteID) of [@sprite3d_y v]) - (@CameraY)) ((item (~getSpriteID) of [@sprite3d_z v]) - (@CameraZ))\nif <(~GetZ1) > (#MinCameraDist)> then\n    set [brightness v] effect to (0)\n    set [color v] effect to (0)\n    switch costume to (item (~getSpriteID) of [@sprite3d_costumename v])\n    go to x: ((@FocalLength) * ((~GetX1) / (~GetZ1))) y: ((@FocalLength) * ((~GetY1) / (~GetZ1)))\n    set [ghost v] effect to (item (~getSpriteID) of [@sprite3d_alpha v])\n    set size to (((item (~getSpriteID) of [@sprite3d_size v]) * (@FocalLength)) / (~GetZ1)) %\n    point in direction (((90) - (@CameraRotateZ)) + (item (~getSpriteID) of [@sprite3d_rotation v]))\n    stamp\n    switch costume to (size v)\n    set size to (100000000) %\n    switch costume to (full v)\nend\n\ndefine GetDrawOrder - Line3D\nset [~s v] to [0]\nrepeat (length of [#chunkactive_lines v])\n    change [~s v] by (1)\n    set [~getlineid v] to (item (~s) of [#chunkactive_lines v])\n    if (item (~getLineID) of [@lineactive v]) then\n        Calculate CameraTemp Mag (((item (~getLineID) of [@linesx1 v]) + (item (~getLineID) of [@linesx2 v])) / (2)) (((item (~getLineID) of [@linesy1 v]) + (item (~getLineID) of [@linesy2 v])) / (2)) (((item (~getLineID) of [@linesz1 v]) + (item (~getLineID) of [@linesz2 v])) / (2)) (`LineDistAdd)\n        add (~getLineID) to [~layerids v]\n        add [2] to [~layertype v]\n    end\nend\n\ndefine Draw World Line\nset [~getlineid v] to (item (~i) of [~layerids v])\nView Matrix ((item (~getLineID) of [@linesx1 v]) - (@CameraX)) ((item (~getLineID) of [@linesy1 v]) - (@CameraY)) ((item (~getLineID) of [@linesz1 v]) - (@CameraZ))\nset [~tempx0 v] to (~GetX1)\nset [~tempy0 v] to (~GetY1)\nset [~tempz0 v] to (~GetZ1)\nView Matrix ((item (~getLineID) of [@linesx2 v]) - (@CameraX)) ((item (~getLineID) of [@linesy2 v]) - (@CameraY)) ((item (~getLineID) of [@linesz2 v]) - (@CameraZ))\nif <not <<(~tempZ0) < (#MinCameraDist)> and <(~GetZ1) < (#MinCameraDist)>>> then\n    set [~temp v] to (((#MinCameraDist) - (~tempZ0)) / ((~GetZ1) - (~tempZ0)))\n    if <(~tempZ0) < (#MinCameraDist)> then\n        change [~tempx0 v] by (((~GetX1) - (~tempX0)) * (~temp))\n        change [~tempy0 v] by (((~GetY1) - (~tempY0)) * (~temp))\n        set [~tempz0 v] to (#MinCameraDist)\n    else\n        if <(~GetZ1) < (#MinCameraDist)> then\n            set [~getx1 v] to ((~tempX0) + (((~GetX1) - (~tempX0)) * (~temp)))\n            set [~gety1 v] to ((~tempY0) + (((~GetY1) - (~tempY0)) * (~temp)))\n            set [~getz1 v] to (#MinCameraDist)\n        end\n    end\n    set pen color to (item (~getLineID) of [@linecolor v])\n    draw line from x ((@FocalLength) * ((~tempX0) / (~tempZ0))) y ((@FocalLength) * ((~tempY0) / (~tempZ0))) to x ((@FocalLength) * ((~GetX1) / (~GetZ1))) y ((@FocalLength) * ((~GetY1) / (~GetZ1))) start width (((item (~getLineID) of [@linesize v]) * (@FocalLength)) / (~tempZ0)) end width (((item (~getLineID) of [@linesize v]) * (@FocalLength)) / (~GetZ1))\nend\n\ndefine GetDrawOrder - Triangle and Quads\nset [~s v] to [1]\nrepeat (length of [#chunkactive_triangles v])\n    set [~gettriangleid v] to (item (~s) of [#chunkactive_triangles v])\n    set [~t v] to (((~getTriangleID) - (1)) * (`TriangleDataPerInst))\n    if (item (~getTriangleID) of [#triangleisquad v]) then\n        if <(item (~getTriangleID) of [@trianglerendering v]) and (item (~getTriangleID) of [@triangle_active v])> then\n            Sorting Quads\n            add ((0) - (~getTriangleID)) to [~layerids v]\n            add [3] to [~layertype v]\n        end\n    else\n        if <(item (~getTriangleID) of [@trianglerendering v]) and (item (~getTriangleID) of [@triangle_active v])> then\n            Sorting triangle units\n            add ((~getTriangleID) - (1)) to [~layerids v]\n            add [3] to [~layertype v]\n        end\n    end\n    change [~s v] by (1)\nend\n\ndefine Draw World Triangle Unit\nset [~gettriangleid v] to ((item (~i) of [~layerids v]) + (1))\nset [~gettriangleidadd v] to ((item (~i) of [~layerids v]) * (`TriangleDataPerInst))\nView Matrix ((item ((~getTriangleIDAdd) + (1)) of [#triangledata v]) - (@CameraX)) ((item ((~getTriangleIDAdd) + (2)) of [#triangledata v]) - (@CameraY)) ((item ((~getTriangleIDAdd) + (3)) of [#triangledata v]) - (@CameraZ))\nset [~tempx0 v] to (~GetX1)\nset [~tempy0 v] to (~GetY1)\nset [~tempz0 v] to (~GetZ1)\nView Matrix ((item ((~getTriangleIDAdd) + (4)) of [#triangledata v]) - (@CameraX)) ((item ((~getTriangleIDAdd) + (5)) of [#triangledata v]) - (@CameraY)) ((item ((~getTriangleIDAdd) + (6)) of [#triangledata v]) - (@CameraZ))\nset [~tempx2 v] to (~GetX1)\nset [~tempy2 v] to (~GetY1)\nset [~tempz2 v] to (~GetZ1)\nView Matrix ((item ((~getTriangleIDAdd) + (7)) of [#triangledata v]) - (@CameraX)) ((item ((~getTriangleIDAdd) + (8)) of [#triangledata v]) - (@CameraY)) ((item ((~getTriangleIDAdd) + (9)) of [#triangledata v]) - (@CameraZ))\nif <<(~tempZ0) > (#MinCameraDist)> or <<(~tempZ2) > (#MinCameraDist)> or <(~GetZ1) > (#MinCameraDist)>>> then\n    change [~tempz0 v] by (<(~tempZ0) < (#MinCameraDist)> * ((#MinCameraDist) - (~tempZ0)))\n    change [~tempz2 v] by (<(~tempZ2) < (#MinCameraDist)> * ((#MinCameraDist) - (~tempZ2)))\n    change [~getz1 v] by (<(~GetZ1) < (#MinCameraDist)> * ((#MinCameraDist) - (~GetZ1)))\n    set [~lightchange v] to ((((item ((~getTriangleIDAdd) + (10)) of [#triangledata v]) * (#LightX)) + ((item ((~getTriangleIDAdd) + (11)) of [#triangledata v]) * (#LightY))) + ((item ((~getTriangleIDAdd) + (12)) of [#triangledata v]) * (#LightZ)))\n    set [~lightchange v] to ((@LightAmbient) + ((@LightContrast) * ((~lightChange) * ((<((((item ((~getTriangleIDAdd) + (14)) of [#triangledata v]) - (@CameraX)) * (item ((~getTriangleIDAdd) + (10)) of [#triangledata v])) + ((((item ((~getTriangleIDAdd) + (15)) of [#triangledata v]) - (@CameraY)) * (item ((~getTriangleIDAdd) + (11)) of [#triangledata v])) + (((item ((~getTriangleIDAdd) + (16)) of [#triangledata v]) - (@CameraZ)) * (item ((~getTriangleIDAdd) + (12)) of [#triangledata v])))) < [0]> * (2)) - (1)))))\n    set pen color to (item (~getTriangleID) of [@trianglecolor v])\n    change pen (brightness v) by (~lightChange)\n    if (item (~getTriangleID) of [@triangletransparentdist v]) then\n        if <(((~tempZ0) + ((~tempZ2) + (~GetZ1))) / (3)) < (item (~getTriangleID) of [@triangletransparentdist v])> then\n            set pen (transparency v) to (90)\n        end\n    end\n    Azex Optimized ((@FocalLength) * ((~tempX0) / (~tempZ0))) ((@FocalLength) * ((~tempY0) / (~tempZ0))) ((@FocalLength) * ((~tempX2) / (~tempZ2))) ((@FocalLength) * ((~tempY2) / (~tempZ2))) ((@FocalLength) * ((~GetX1) / (~GetZ1))) ((@FocalLength) * ((~GetY1) / (~GetZ1))) (item (~getTriangleID) of [@trianglestylebrightness v]) (item (~getTriangleID) of [@trianglestylecolor v]) (((@Resolution) * (-0.5)) - ((item (~i) of [~layervalues v]) * (0.00007)))\nend\n\ndefine Sorting triangle units\nset [~tempx0 v] to ((item ((~t) + (14)) of [#triangledata v]) - (@CameraX))\nset [~tempy0 v] to ((item ((~t) + (15)) of [#triangledata v]) - (@CameraY))\nset [~tempz0 v] to ((item ((~t) + (16)) of [#triangledata v]) - (@CameraZ))\nadd ((`TriangleDistAdd) + ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )) to [~layervalues v]\n\ndefine Draw World Quad\nset [~gettriangleid v] to (() - (item (~i) of [~layerids v]))\nset [~gettriangleidadd v] to (((-1) - (item (~i) of [~layerids v])) * (`TriangleDataPerInst))\nView Matrix ((item ((~getTriangleIDAdd) + (1)) of [#triangledata v]) - (@CameraX)) ((item ((~getTriangleIDAdd) + (2)) of [#triangledata v]) - (@CameraY)) ((item ((~getTriangleIDAdd) + (3)) of [#triangledata v]) - (@CameraZ))\nset [~tempx0 v] to (~GetX1)\nset [~tempy0 v] to (~GetY1)\nset [~tempz0 v] to (~GetZ1)\nView Matrix ((item ((~getTriangleIDAdd) + (4)) of [#triangledata v]) - (@CameraX)) ((item ((~getTriangleIDAdd) + (5)) of [#triangledata v]) - (@CameraY)) ((item ((~getTriangleIDAdd) + (6)) of [#triangledata v]) - (@CameraZ))\nset [~tempx2 v] to (~GetX1)\nset [~tempy2 v] to (~GetY1)\nset [~tempz2 v] to (~GetZ1)\nView Matrix ((item ((~getTriangleIDAdd) + (7)) of [#triangledata v]) - (@CameraX)) ((item ((~getTriangleIDAdd) + (8)) of [#triangledata v]) - (@CameraY)) ((item ((~getTriangleIDAdd) + (9)) of [#triangledata v]) - (@CameraZ))\nset [~tempx3 v] to (~GetX1)\nset [~tempy3 v] to (~GetY1)\nset [~tempz3 v] to (~GetZ1)\nView Matrix ((item ((~getTriangleIDAdd) + ((4) + (`TriangleDataPerInst))) of [#triangledata v]) - (@CameraX)) ((item ((~getTriangleIDAdd) + ((5) + (`TriangleDataPerInst))) of [#triangledata v]) - (@CameraY)) ((item ((~getTriangleIDAdd) + ((6) + (`TriangleDataPerInst))) of [#triangledata v]) - (@CameraZ))\nif <not <<<(~tempZ0) < (#MinCameraDist)> and <(~tempZ3) < (#MinCameraDist)>> and <<(~tempZ2) < (#MinCameraDist)> and <(~GetZ1) < (#MinCameraDist)>>>> then\n    change [~tempz0 v] by (<(~tempZ0) < (#MinCameraDist)> * ((#MinCameraDist) - (~tempZ0)))\n    change [~tempz2 v] by (<(~tempZ2) < (#MinCameraDist)> * ((#MinCameraDist) - (~tempZ2)))\n    change [~tempz3 v] by (<(~tempZ3) < (#MinCameraDist)> * ((#MinCameraDist) - (~tempZ3)))\n    change [~getz1 v] by (<(~GetZ1) < (#MinCameraDist)> * ((#MinCameraDist) - (~GetZ1)))\n    set [~lightchange v] to ((((item ((~getTriangleIDAdd) + (10)) of [#triangledata v]) * (#LightX)) + ((item ((~getTriangleIDAdd) + (11)) of [#triangledata v]) * (#LightY))) + ((item ((~getTriangleIDAdd) + (12)) of [#triangledata v]) * (#LightZ)))\n    set [~lightchange v] to ((@LightAmbient) + ((@LightContrast) * ((~lightChange) * ((<((((item ((~getTriangleIDAdd) + (14)) of [#triangledata v]) - (@CameraX)) * (item ((~getTriangleIDAdd) + (10)) of [#triangledata v])) + ((((item ((~getTriangleIDAdd) + (15)) of [#triangledata v]) - (@CameraY)) * (item ((~getTriangleIDAdd) + (11)) of [#triangledata v])) + (((item ((~getTriangleIDAdd) + (16)) of [#triangledata v]) - (@CameraZ)) * (item ((~getTriangleIDAdd) + (12)) of [#triangledata v])))) < [0]> * (2)) - (1)))))\n    if (item (~getTriangleID) of [@triangletransparentdist v]) then\n        set [~temp v] to ((0) + <((((~tempZ3) + (~GetZ1)) + ((~tempZ0) + (~tempZ2))) / (4)) < (item (~getTriangleID) of [@triangletransparentdist v])>)\n    else\n        set [~temp v] to [0]\n    end\n    Quad ((@FocalLength) * ((~tempX0) / (~tempZ0))) ((@FocalLength) * ((~tempY0) / (~tempZ0))) ((@FocalLength) * ((~tempX2) / (~tempZ2))) ((@FocalLength) * ((~tempY2) / (~tempZ2))) ((@FocalLength) * ((~tempX3) / (~tempZ3))) ((@FocalLength) * ((~tempY3) / (~tempZ3))) ((@FocalLength) * ((~GetX1) / (~GetZ1))) ((@FocalLength) * ((~GetY1) / (~GetZ1))) (item (~getTriangleID) of [@trianglestylebrightness v]) (item (~getTriangleID) of [@trianglecolor v]) (~lightChange) <(~temp) = [1]> (item (~getTriangleID) of [@trianglestylecolor v]) (((@Resolution) * (-0.5)) - ((item (~i) of [~layervalues v]) * (0.00007)))\nend\n\ndefine Sorting Quads\nset [~tempx0 v] to ((((item ((~t) + (14)) of [#triangledata v]) + (item ((~t) + ((14) + (`TriangleDataPerInst))) of [#triangledata v])) / (2)) - (@CameraX))\nset [~tempy0 v] to ((((item ((~t) + (15)) of [#triangledata v]) + (item ((~t) + ((15) + (`TriangleDataPerInst))) of [#triangledata v])) / (2)) - (@CameraY))\nset [~tempz0 v] to ((((item ((~t) + (16)) of [#triangledata v]) + (item ((~t) + ((16) + (`TriangleDataPerInst))) of [#triangledata v])) / (2)) - (@CameraZ))\nadd ((`TriangleDistAdd) + ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )) to [~layervalues v]\n\ndefine Add Mesh Layer (zvalue) (id)\nset [~sort_low v] to [1]\nset [~sort_high v] to ((length of [~meshlayervalue v]) + (1))\nrepeat until <not <(~sort_Low) < (~sort_High)>>\n    set [~sort_mid v] to ([floor v] of (((~sort_Low) + (~sort_High)) / (2)) )\n    if <(zvalue) < (item (~sort_Mid) of [~meshlayervalue v])> then\n        set [~sort_low v] to ((~sort_Mid) + (1))\n    else\n        set [~sort_high v] to (~sort_Mid)\n    end\nend\ninsert (zvalue) at (~sort_Low) of [~meshlayervalue v] \ninsert (id) at (~sort_Low) of [~meshlayerid v] \n\ndefine Draw Mesh Triangles\nset [~mtr v] to [0]\nrepeat (length of [~meshlayerid v])\n    change [~mtr v] by (1)\n    set [~getid v] to ((item (~mTr) of [~meshlayerid v]) * (3))\n    set [~facevertexn1 v] to (item ((~getID) + (1)) of [#meshfacedata v])\n    set [~facevertexn2 v] to (item ((~getID) + (2)) of [#meshfacedata v])\n    set [~facevertexn3 v] to (item ((~getID) + (3)) of [#meshfacedata v])\n    set [~pointer v] to (((item (((~getID) / (3)) + (1)) of [#pointertonormal v]) * (3)) + (~normalAdd))\n    set [~lightval v] to ((((item ((~pointer) - (2)) of [#meshnormal v]) * (~lightTempX)) + ((item ((~pointer) - (1)) of [#meshnormal v]) * (~lightTempY))) + ((item (item (~pointer) of [#meshnormal v]) of [#meshnormal v]) * (~lightTempZ)))\n    set [~material_id v] to ((((~getGameObjectID) - (1)) * (`MaxMaterials)) + (item ((item (~mTr) of [~meshlayerid v]) + (1)) of [#meshmaterial v]))\n    set pen color to (item (~material_ID) of [@gameobjectmaterialdata v])\n    change pen (brightness v) by ((@LightAmbient) + ((@LightContrast) * (~LightVal)))\n    change pen (saturation v) by ((-20) * (~LightVal))\n    Azex Optimized (item (~faceVertexN1) of [~meshprojectedx v]) (item (~faceVertexN1) of [~meshprojectedy v]) (item (~faceVertexN2) of [~meshprojectedx v]) (item (~faceVertexN2) of [~meshprojectedy v]) (item (~faceVertexN3) of [~meshprojectedx v]) (item (~faceVertexN3) of [~meshprojectedy v]) (item (~getGameObjectID) of [@gameobjectstylebrightness v]) (item (~getGameObjectID) of [@gameobjectstylecolor v]) (((@Resolution) * (-0.25)) - ((item (~i) of [~layervalues v]) * (0.00003)))\nend\n\ndefine GetDrawOrder - GameObjects - NoChunks\nset [~getgameobjectid v] to [0]\nrepeat (length of [@gameobjectactive v])\n    change [~getgameobjectid v] by (1)\n    if (item (~getGameObjectID) of [@gameobjectactive v]) then\n        Calculate CameraTemp Mag ((item (~getGameObjectID) of [@gameobjectx v]) + (item (((~getGameObjectID) * (3)) - (2)) of [@gameobjectdrawoffset v])) ((item (~getGameObjectID) of [@gameobjecty v]) + (item (((~getGameObjectID) * (3)) - (1)) of [@gameobjectdrawoffset v])) ((item (~getGameObjectID) of [@gameobjectz v]) + (item ((~getGameObjectID) * (3)) of [@gameobjectdrawoffset v])) [0]\n        add (~getGameObjectID) to [~layerids v]\n        add [0] to [~layertype v]\n    end\nend\n\ndefine GetDrawOrder - Sprite3D - NoChunks\nset [~getspriteid v] to [0]\nrepeat (length of [@sprite3d_active v])\n    change [~getspriteid v] by (1)\n    if (item (~getSpriteID) of [@sprite3d_active v]) then\n        Calculate CameraTemp Mag (item (~getSpriteID) of [@sprite3d_x v]) ((80) + (item (~getSpriteID) of [@sprite3d_y v])) (item (~getSpriteID) of [@sprite3d_z v]) [0]\n        add (~getSpriteID) to [~layerids v]\n        add [1] to [~layertype v]\n    end\nend\n\ndefine GetDrawOrder - Line3D - NoChunks\nset [~getlineid v] to [0]\nrepeat (length of [@lineactive v])\n    change [~getlineid v] by (1)\n    if (item (~getLineID) of [@lineactive v]) then\n        Calculate CameraTemp Mag (((item (~getLineID) of [@linesx1 v]) + (item (~getLineID) of [@linesx2 v])) / (2)) (((item (~getLineID) of [@linesy1 v]) + (item (~getLineID) of [@linesy2 v])) / (2)) (((item (~getLineID) of [@linesz1 v]) + (item (~getLineID) of [@linesz2 v])) / (2)) (`LineDistAdd)\n        add (~getLineID) to [~layerids v]\n        add [2] to [~layertype v]\n    end\nend\n\ndefine GetDrawOrder - Triangles and Quads - NoChunks\nset [~gettriangleid v] to [0]\nrepeat ((length of [@triangle_active v]) - (`NumberOfQuads))\n    change [~gettriangleid v] by (1)\n    set [~t v] to (((~getTriangleID) - (1)) * (`TriangleDataPerInst))\n    if (item (~getTriangleID) of [#triangleisquad v]) then\n        if <(item (~getTriangleID) of [@trianglerendering v]) and (item (~getTriangleID) of [@triangle_active v])> then\n            Sorting Quads\n            add ((0) - (~getTriangleID)) to [~layerids v]\n            add [3] to [~layertype v]\n        end\n        change [~gettriangleid v] by (1)\n    else\n        if <(item (~getTriangleID) of [@trianglerendering v]) and (item (~getTriangleID) of [@triangle_active v])> then\n            Sorting triangle units\n            add ((~getTriangleID) - (1)) to [~layerids v]\n            add [3] to [~layertype v]\n        end\n    end\nend\n\ndefine Get World Matrix (sin rotx) (sin roty) (sin rotz) (cos rotx) (cos roty) (cos rotz)\nset [~wm1 v] to (((cos roty) * (cos rotz)) - ((sin rotx) * ((sin roty) * (sin rotz))))\nset [~wm2 v] to ((0) - ((sin rotz) * (cos rotx)))\nset [~wm3 v] to (((sin roty) * (cos rotz)) + ((sin rotx) * ((cos roty) * (sin rotz))))\nset [~wm4 v] to (((cos roty) * (sin rotz)) + ((sin rotx) * ((sin roty) * (cos rotz))))\nset [~wm5 v] to ((cos rotx) * (cos rotz))\nset [~wm6 v] to (((sin roty) * (sin rotz)) - ((sin rotx) * ((cos roty) * (cos rotz))))\nset [~wm7 v] to ((0) - ((cos rotx) * (sin roty)))\nset [~wm8 v] to (sin rotx)\nset [~wm9 v] to ((cos rotx) * (cos roty))\n\ndefine Get View Matrix\nset [~vm1 v] to (((#CamCosY) * (#CamCosZ)) + (() - ((#CamSinX) * ((#CamSinY) * (#CamSinZ)))))\nset [~vm2 v] to ((() - (#CamSinZ)) * (#CamCosX))\nset [~vm3 v] to (((#CamSinX) * ((#CamCosY) * (#CamSinZ))) - ((() - (#CamSinY)) * (#CamCosZ)))\nset [~vm4 v] to (((#CamSinX) * ((#CamSinY) * (#CamCosZ))) - ((#CamCosY) * (() - (#CamSinZ))))\nset [~vm5 v] to ((#CamCosX) * (#CamCosZ))\nset [~vm6 v] to (((#CamSinY) * (#CamSinZ)) + ((() - (#CamSinX)) * ((#CamCosY) * (#CamCosZ))))\nset [~vm7 v] to ((#CamCosX) * (() - (#CamSinY)))\nset [~vm8 v] to (#CamSinX)\nset [~vm9 v] to ((#CamCosX) * (#CamCosY))\n\ndefine World Matrix (x) (y) (z)\nset [~getx1 v] to (((x) * (~WM1)) + (((y) * (~WM2)) + ((z) * (~WM3))))\nset [~gety1 v] to (((x) * (~WM4)) + (((y) * (~WM5)) + ((z) * (~WM6))))\nset [~getz1 v] to (((x) * (~WM7)) + (((y) * (~WM8)) + ((z) * (~WM9))))\n\ndefine View Matrix (x) (y) (z)\nset [~getx1 v] to (((x) * (~VM1)) + (((y) * (~VM2)) + ((z) * (~VM3))))\nset [~gety1 v] to (((x) * (~VM4)) + (((y) * (~VM5)) + ((z) * (~VM6))))\nset [~getz1 v] to (((x) * (~VM7)) + (((y) * (~VM8)) + ((z) * (~VM9))))\n\ndefine Apply Transposed World Matrix (x) (y) (z)\nset [~getx1 v] to (((x) * (~WM1)) + (((y) * (~WM4)) + ((z) * (~WM7))))\nset [~gety1 v] to (((x) * (~WM2)) + (((y) * (~WM5)) + ((z) * (~WM8))))\nset [~getz1 v] to (((x) * (~WM3)) + (((y) * (~WM6)) + ((z) * (~WM9))))\n\nwhen I receive [deletealldata v]\nDelete so game can save\n\ndefine Delete so game can save\ndelete all of [~meshlayerid v]\ndelete all of [~meshlayervalue v]\ndelete all of [~meshprojectedx v]\ndelete all of [~meshprojectedy v]\ndelete all of [~meshvertexstate v]\ndelete all of [~meshvertexx v]\ndelete all of [~meshvertexy v]\ndelete all of [~meshvertexz v]\ndelete all of [~templist v]\ndelete all of [~tempworldtrig v]\ndelete all of [~layerids v]\ndelete all of [~layertype v]\ndelete all of [~layervalues v]\n\ndefine Calculate CameraTemp Mag (x) (y) (z) (offset)\nadd (([sqrt v] of ((((@CameraX) - (x)) * ((@CameraX) - (x))) + ((((@CameraY) - (y)) * ((@CameraY) - (y))) + (((@CameraZ) - (z)) * ((@CameraZ) - (z))))) ) + (offset)) to [~layervalues v]\n\n@Update\n\nrepeat until <<(*boxCollision) = [1]> or <(!sy) < [-200]>>\n    change [!sy v] by (-20)\n    *Box Shadow Collision (!sx) (!sy) (!sz) size [10]\nend\n\ndefine [T] Multiply Two Quaternions (x1) (y1) (z1) (w1) q2 (x2) (y2) (z2) (w2)\nset [!quatx v] to (((w1) * (x2)) + (((x1) * (w2)) + (((y1) * (z2)) - ((z1) * (y2)))))\nset [!quaty v] to (((w1) * (y2)) + (((y1) * (w2)) + (((z1) * (x2)) - ((x1) * (z2)))))\nset [!quatz v] to (((w1) * (z2)) + (((z1) * (w2)) + (((x1) * (y2)) - ((y1) * (x2)))))\nset [!quatw v] to (((w1) * (w2)) - (((x1) * (x2)) + (((y1) * (y2)) + ((z1) * (z2)))))\n\ndefine [T] Get Euler Angles From Quaternion (x) (y) (z) (w)\nif <([abs v] of ((2) * (((w) * (x)) + ((y) * (z)))) ) = [1]> then\n    set [*getangley v] to [0]\n    if <((2) * (((w) * (x)) + ((y) * (z)))) = [1]> then\n        set [*getanglex v] to [90]\n        [T] Atan2 ((2) * (((x) * (y)) - ((w) * (z)))) ((2) * (((w) * (y)) + ((x) * (z))))\n        set [*getanglez v] to (*getAngle)\n    else\n        set [*getanglex v] to [-90]\n        [T] Atan2 ((-2) * (((x) * (y)) - ((w) * (z)))) ((-2) * (((w) * (y)) + ((x) * (z))))\n        set [*getanglez v] to (*getAngle)\n    end\nelse\n    set [*getanglex v] to ([asin v] of ((2) * (((w) * (x)) + ((y) * (z)))) )\n    [T] Atan2 (((0) - ((2) * (((x) * (z)) - ((w) * (y))))) / ([cos v] of (*getAngleX) )) (((1) - ((2) * (((x) * (x)) + ((y) * (y))))) / ([cos v] of (*getAngleX) ))\n    set [*getangley v] to (*getAngle)\n    [T] Atan2 (((0) - ((2) * (((x) * (y)) - ((w) * (z))))) / ([cos v] of (*getAngleX) )) (((1) - ((2) * (((x) * (x)) + ((z) * (z))))) / ([cos v] of (*getAngleX) ))\n    set [*getanglez v] to (*getAngle)\nend\n\ndefine [T] Get Quaternion From Axis and angle (x) (y) (z) angle (a)\nset [~a_mag v] to ([sqrt v] of (((x) * (x)) + (((y) * (y)) + ((z) * (z)))) )\nset [~ax v] to ((a) * (0.5))\nset [!quatx2 v] to (((x) / (~A_mag)) * ([sin v] of (~ax) ))\nset [!quaty2 v] to (((y) / (~A_mag)) * ([sin v] of (~ax) ))\nset [!quatz2 v] to (((z) / (~A_mag)) * ([sin v] of (~ax) ))\nset [!quatw2 v] to ([cos v] of (~ax) )\nset [~a_mag v] to ([sqrt v] of (((!quatX2) * (!quatX2)) + (((!quatY2) * (!quatY2)) + (((!quatZ2) * (!quatZ2)) + ((!quatW2) * (!quatW2))))) )\nset [!quatx2 v] to ((!quatX2) / (~A_mag))\nset [!quaty2 v] to ((!quatY2) / (~A_mag))\nset [!quatz2 v] to ((!quatZ2) / (~A_mag))\nset [!quatw2 v] to ((!quatW2) / (~A_mag))\n\ndefine !Slow down slippery velocity (slowval)\nif <(!velX) > [0]> then\n    change [!velx v] by (() - ((#DeltaTime) * (slowval)))\n    if <(!velX) < [0]> then\n        set [!velx v] to [0]\n    end\nelse\n    if <(!velX) < [0]> then\n        change [!velx v] by ((#DeltaTime) * (slowval))\n        if <(!velX) > [0]> then\n            set [!velx v] to [0]\n        end\n    end\nend\nif <(!velZ) > [0]> then\n    change [!velz v] by (() - ((#DeltaTime) * (slowval)))\n    if <(!velZ) < [0]> then\n        set [!velz v] to [0]\n    end\nelse\n    if <(!velZ) < [0]> then\n        change [!velz v] by ((#DeltaTime) * (slowval))\n        if <(!velZ) > [0]> then\n            set [!velz v] to [0]\n        end\n    end\nend\n\ndefine !Walk Move\nset [!havecontrol v] to [0]\nif <(--MobileControls) = [1]> then\n    if <(JoystickState) > [0]> then\n        [T] Atan2 (() - (JoystickVy)) (() - (JoystickVx))\n        set [!targetangle v] to ((@CameraRotateY) + (*getAngle))\n        set [!havecontrol v] to [1]\n    end\nelse\n    if <key (w v) pressed?> then\n        if <key (a v) pressed?> then\n            set [!targetangle v] to ((@CameraRotateY) + (315))\n            set [!havecontrol v] to [1]\n        else\n            if <key (d v) pressed?> then\n                set [!targetangle v] to ((@CameraRotateY) + (225))\n                set [!havecontrol v] to [1]\n            else\n                set [!targetangle v] to ((@CameraRotateY) + (270))\n                set [!havecontrol v] to [1]\n            end\n        end\n    else\n        if <key (s v) pressed?> then\n            if <key (a v) pressed?> then\n                set [!targetangle v] to ((@CameraRotateY) + (45))\n                set [!havecontrol v] to [1]\n            else\n                if <key (d v) pressed?> then\n                    set [!targetangle v] to ((@CameraRotateY) + (135))\n                    set [!havecontrol v] to [1]\n                else\n                    set [!targetangle v] to ((@CameraRotateY) + (90))\n                    set [!havecontrol v] to [1]\n                end\n            end\n        else\n            if <key (a v) pressed?> then\n                set [!targetangle v] to ((@CameraRotateY) + (0))\n                set [!havecontrol v] to [1]\n            else\n                if <key (d v) pressed?> then\n                    set [!targetangle v] to ((@CameraRotateY) + (180))\n                    set [!havecontrol v] to [1]\n                end\n            end\n        end\n    end\nend\nset [!movex v] to [0]\nset [!movez v] to [0]\nset [!waspreviouslywalking v] to (<<(!isWalking) = [1]> and <(!velGravityY) = [0]>> + ())\nset [!iswalking v] to (!haveControl)\nif <(!haveControl) = [1]> then\n    set [!movex v] to (() - ([cos v] of (!targetAngle) ))\n    set [!movez v] to (() - ([sin v] of (!targetAngle) ))\n    if <(--MobileControls) = [0]> then\n        set [!playermovepower v] to [1]\n    else\n        set [!playermovepower v] to ([sqrt v] of (((JoystickVx) * (JoystickVx)) + ((JoystickVy) * (JoystickVy))) )\n        set [!movex v] to ((!moveX) * (!PlayerMovePower))\n        set [!movez v] to ((!moveZ) * (!PlayerMovePower))\n    end\nend\nset [!playerangle v] to ((!playerAngle) mod (360))\nset [!targetangle v] to ((!targetAngle) mod (360))\n[T] Calculate Shortest Rotation Direction (!playerAngle) ((270) - (!targetAngle))\nif <([abs v] of (*return) ) < ((#DeltaTime) * (100))> then\n    set [!playerangle v] to ((270) - (!targetAngle))\nelse\n    change [!playerangle v] by (((*return) * ((3) * (#DeltaTime))) + (((<(*return) > [0]> * (2)) + (-1)) * ((90) * (#DeltaTime))))\nend\nreplace item (-PlayerGameObjectID) of [@gameobject_roty v] with (!playerAngle)\n\ndefine !Walk (x) (z) y per slope (yperslope)\nset [!oldy v] to (item (-PlayerGameObjectID) of [@gameobjecty v])\nreplace item (-PlayerGameObjectID) of [@gameobjectx v] with ((item (-PlayerGameObjectID) of [@gameobjectx v]) + (x))\nreplace item (-PlayerGameObjectID) of [@gameobjectz v] with ((item (-PlayerGameObjectID) of [@gameobjectz v]) + (z))\nset [!slope v] to [0]\n[C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\nset [!templocal v] to [0]\nif <(*finalCollision) = [0]> then\n    [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n    set [!templocal v] to (*finalCollision)\nend\nif <(*finalCollision) = [0]> then\n    !Player Vs All AABB\nend\nif <(*finalCollision) = [1]> then\n    if <(!velGravityY) = [0]> then\n        repeat until <<not <(!slope) < [6]>> or <(*finalCollision) = [0]>>\n            change [!slope v] by (1)\n            !T p Y ((#DeltaTime) * (yperslope))\n            [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n            if <(*finalCollision) = [0]> then\n                [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n                set [!templocal v] to (*finalCollision)\n            end\n            if <(*finalCollision) = [0]> then\n                !Player Vs All AABB\n            end\n        end\n        !T p Y ((#DeltaTime) * (() - (yperslope)))\n        if <not <(!slope) < [6]>> then\n            !Slow down slippery velocity ((-VelSlowDown) * (4))\n            replace item (-PlayerGameObjectID) of [@gameobjecty v] with (!oldY)\n            [G] Translate GameObject (-PlayerGameObjectID) for (() - ((x) * ((1) + ((!tempLocal) * ((#FPS) / (120)))))) [0] (() - ((z) * ((1) + ((!tempLocal) * ((#FPS) / (120))))))\n            if <(!tempLocal) = [1]> then\n                [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n                if <(*finalCollision) = [0]> then\n                    [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n                end\n                if <(*finalCollision) = [0]> then\n                    !Player Vs All AABB\n                end\n                if <(*finalCollision) = [1]> then\n                    [G] Translate GameObject (-PlayerGameObjectID) for ((x) * ((!tempLocal) * ((#FPS) / (120)))) [0] ((z) * ((!tempLocal) * ((#FPS) / (120))))\n                end\n            end\n        end\n    else\n        replace item (-PlayerGameObjectID) of [@gameobjecty v] with (!oldY)\n        [G] Translate GameObject (-PlayerGameObjectID) for (() - ((x) * ((1) + ((!tempLocal) * ((#FPS) / (120)))))) [0] (() - ((z) * ((1) + ((!tempLocal) * ((#FPS) / (120))))))\n        if <(!tempLocal) = [1]> then\n            [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n            if <(*finalCollision) = [0]> then\n                [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n            end\n            if <(*finalCollision) = [0]> then\n                !Player Vs All AABB\n            end\n            if <(*finalCollision) = [1]> then\n                [G] Translate GameObject (-PlayerGameObjectID) for ((x) * ((!tempLocal) * ((#FPS) / (120)))) [0] ((z) * ((!tempLocal) * ((#FPS) / (120))))\n            end\n        end\n    end\nend\n\ndefine !Update Coins\nset [!_iter v] to [0]\nrepeat (length of [-coins v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-coins v])\n    !Coin Update Type [1] costume [c]\nend\nset [!_iter v] to [0]\nrepeat (length of [-bigcoins v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-bigcoins v])\n    !Coin Update Type [5] costume [bc]\nend\n\ndefine !Translate Triangles and Quads\nset [!_iter v] to [0]\nrepeat (length of [-movingplatforms v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-movingplatforms v])\n    set [!getdataid v] to (((!getID) - (1)) * (^TD_Size))\n    set [!getangle v] to ((1) - ((([sin v] of (((!timer) * (item ((!getDataID) + (7)) of [^td v])) + (item ((!getDataID) + (8)) of [^td v])) ) + (1)) / (2)))\n    set [!getx v] to ((!getAngle) * ((item ((!getDataID) + (4)) of [^td v]) - (item ((!getDataID) + (1)) of [^td v])))\n    set [!gety v] to ((!getAngle) * ((item ((!getDataID) + (5)) of [^td v]) - (item ((!getDataID) + (2)) of [^td v])))\n    set [!getz v] to ((!getAngle) * ((item ((!getDataID) + (6)) of [^td v]) - (item ((!getDataID) + (3)) of [^td v])))\n    [Tr Q] Set Position Of Triangle or Quad (!getID) to (!getX) (!getY) (!getZ)\nend\n\ndefine !Reset Level\nif <(-BossID) = [0]> then\n    if <(-TimeTrialLevel) = [1]> then\n        set [-timetrialwait v] to [3]\n        set [-timetrialsound v] to [3]\n        set [-timetrialfrozen v] to [0]\n        set [-timetrialtime v] to [0]\n        !Start Level (-CurrentLevel_ID) Soft Reset \n    else\n        if <<not <(-HiddenEndID) = [-1]>> and <(item ((((-HiddenEndID) - (1)) * (^GD_Size)) + (2)) of [^gd v]) = [0]>> then\n            [G] Remove GameObject (-HiddenEndID)\n            delete (item # of (-HiddenEndID) in [#chunkactive_gameobject v]) of [#chunkactive_gameobject v]\n            set [-hiddenendid v] to [-1]\n            set [-gamebacktostart v] to [0]\n        end\n        if <(-CurrentCheckPoint) = [0]> then\n            [G] Set Position of (-PlayerGameObjectID) to (-StartX) (-StartY) (-StartZ)\n            !Set Camera Pos (item (1) of [@startcamera v]) (item (2) of [@startcamera v]) (item (3) of [@startcamera v])\n            [T] Camera Look at position (-StartX) (-StartY) (-StartZ)\n            set [!playerangle v] to ((360) - (@CameraRotateY))\n            set [!targetangle v] to ((@CameraRotateY) - (90))\n        else\n            [G] Set Position of (-PlayerGameObjectID) to ((-CheckPointX) + (([cos v] of ((-CheckPointAngle) + (-90)) ) * (100))) (-CheckPointY) ((-CheckPointZ) + (([sin v] of ((-CheckPointAngle) + (-90)) ) * (100)))\n            !Set Camera Pos ((-CheckPointX) + (([cos v] of (-CheckPointAngle) ) * (-600))) ((-CheckPointY) + (320)) ((-CheckPointZ) + (([sin v] of (-CheckPointAngle) ) * (-600)))\n            [T] Camera Look at position (-CheckPointX) (-CheckPointY) (-CheckPointZ)\n            set [!playerangle v] to ((90) - (-CheckPointAngle))\n            set [!targetangle v] to ((-CheckPointAngle) - (180))\n        end\n        set [!velgravityy v] to [0]\n        set [!timer v] to [0]\n        set [!velx v] to [0]\n        set [!vely v] to [0]\n        set [!velz v] to [0]\n        set [!stepstate v] to [0]\n        set [!falling v] to [1]\n        set [!stretch v] to [1]\n        set [-cameratriggerstate v] to [-1]\n        set [-currentactivetrigger v] to [0]\n        set [-camerahasfocus v] to [0]\n        set [-camerafocusstate v] to [0]\n        set [!jumpcooldown v] to [0]\n        set [!playerropeid v] to [0]\n        set [-dynamiccamerastate v] to [0]\n        if <(-SnowInLevel) = [1]> then\n            !Starting Snow\n        end\n        [E] My Update\n        !Reload Non Saved Entities\n    end\nelse\n    !Start Level (-CurrentLevel_ID) Soft Reset \nend\n\ndefine !Player Animation\nif <(!playerOffRope) = [0]> then\n    if <(!falling) > [0]> then\n        if <(!velGravityY) > [0]> then\n            change [!animationstate v] by ((#DeltaTime) * (30))\n            if <(!animationState) > [9.99]> then\n                set [!animationstate v] to [9.99]\n            end\n            replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerJumpIn) + ([floor v] of (!animationState) ))\n        else\n            change [!animationstate v] by ((#DeltaTime) * (-20))\n            if <(!animationState) < [0]> then\n                set [!animationstate v] to [0]\n            end\n            replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerJumpIn) + ([floor v] of (!animationState) ))\n        end\n    else\n        if <(!isWalking) = [0]> then\n            change [!animationstate v] by ((#DeltaTime) * (10))\n            if <(!animationState) > [9.999]> then\n                set [!animationstate v] to [0]\n            end\n            replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerIdle) + ([floor v] of (!animationState) ))\n        else\n            if <(!WasPreviouslyWalking) = [0]> then\n                set [!animationstate v] to [3]\n                set [!stepstate v] to [1]\n            else\n                if <(!collideSlippery) = [0]> then\n                    change [!animationstate v] by ((#DeltaTime) * (((-PlayerMoveSpeed) * (!PlayerMovePower)) * (0.035)))\n                else\n                    change [!animationstate v] by ((#DeltaTime) * ((0.035) * ([sqrt v] of (((!velX) * (!velX)) + ((!velZ) * (!velZ))) )))\n                end\n                if <(!animationState) > [9]> then\n                    set [!stepstate v] to [0]\n                    change [!animationstate v] by (-9)\n                end\n                replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerWalk) + ([floor v] of (!animationState) ))\n            end\n        end\n    end\nelse\n    replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerHoldRope) + (([floor v] of (!playerOffRope) ) - (1)))\nend\n\ndefine !Player Stretch\nif <(!falling) > [0]> then\n    if <(!velGravityY) > [0]> then\n        change [!stretch v] by (((#DeltaTime) * ((2) - (!stretch))) * (0.8))\n    else\n        if <(!falling) > [0.3]> then\n            change [!stretch v] by (((#DeltaTime) * (() - (!stretch))) * (0.5))\n        end\n    end\nelse\n    if <(!stretch) < [1]> then\n        change [!stretch v] by ((#DeltaTime) * (((1) - (!stretch)) * (5)))\n    else\n        set [!stretch v] to [1]\n    end\nend\nreplace item (-PlayerGameObjectID) of [@gameobjectsizey v] with (!stretch)\n\ndefine !Player Line Collision - VelY (vely)\nset [~collisioncounter v] to [0]\n[C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\nif <(*finalCollision) = [1]> then\n    set [!getlineid v] to (item (*col_iter) of [-collidablelines v])\n    set [!velgravityy v] to [0]\n    set [!wascollided v] to [1]\n    set [!collidebounce v] to [0]\n    set [!jumppowertri v] to [1]\n    set [!collideslippery v] to [0]\n    repeat until <(*finalCollision) = [0]>\n        if <(~collisionCounter) < [30]> then\n            change [~collisioncounter v] by (1)\n            if <<(vely) > [0]> and <(*colY) > ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset))>> then\n                !T p Y (((#DeltaTime) * (-100)) + (-1))\n                replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-4))\n                set [!falling v] to [0]\n                set [!touchceiling v] to [1]\n                set [!jumpcooldown v] to [0.2]\n            else\n                !T p Y (((#DeltaTime) * (50)) + (1))\n                if <(!falling) > [0.5]> then\n                    start sound [FallGround v]\n                end\n                set [!falling v] to [0]\n                set [!isjumpwalk v] to [0]\n                set [!wasonground v] to [1]\n                set [!touchceiling v] to [0]\n            end\n            [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n        else\n            start sound [Toy Zing v]\n            change [!stretch v] by ((-4) * (#DeltaTime))\n            if <(!stretch) < [0.25]> then\n                set [!stretch v] to [0.25]\n            end\n            stop [this script v]\n        end\n    end\nend\n\ndefine !Falling Platforms\nset [!_iter v] to [0]\nrepeat (length of [-fallingplatforms v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-fallingplatforms v])\n    set [!getdataid v] to (((!getID) - (1)) * (^TD_Size))\n    if <(item ((!getDataID) + (1)) of [^td v]) = [1]> then\n        [Tr Q] Translate Triangle or Quad ID: (!getID) for [0] ((item ((!getDataID) + (2)) of [^td v]) * ((30) * (#DeltaTime))) [0]\n        if <(item ((!getDataID) + (2)) of [^td v]) > [0]> then\n            if <(item ((!getDataID) + (2)) of [^td v]) < [3]> then\n                replace item ((!getDataID) + (2)) of [^td v] with [3]\n            end\n            if <not <(item (!getID) of [@triangley v]) < [0]>> then\n                [Tr Q] Set Position Of Triangle or Quad (!getID) to [0] [0] [0]\n                replace item ((!getDataID) + (1)) of [^td v] with [0]\n                replace item ((!getDataID) + (2)) of [^td v] with [0]\n                [Tr Q] Reset Translation (!getID)\n            end\n        else\n            replace item ((!getDataID) + (2)) of [^td v] with ((item ((!getDataID) + (2)) of [^td v]) + ((-15) * (#DeltaTime)))\n            if <<(item ((!getDataID) + (2)) of [^td v]) < [-80]> and <(item ((!getDataID) + (3)) of [^td v]) = [0]>> then\n                replace item ((!getDataID) + (2)) of [^td v] with [200]\n            end\n        end\n    end\nend\n\ndefine !Camera Movement\nif <<(-deadState) = [0]> and <not <(-ResetMode) = [1]>>> then\n    if <key (left arrow v) pressed?> then\n        change [@camerax v] by (((#DeltaTime) * (10)) * ((-CameraMoveSpeed) * (#CamCosY)))\n        change [@cameraz v] by (((#DeltaTime) * (10)) * ((-CameraMoveSpeed) * (#CamSinY)))\n    end\n    if <key (right arrow v) pressed?> then\n        change [@camerax v] by (((#DeltaTime) * (10)) * ((() - (-CameraMoveSpeed)) * (#CamCosY)))\n        change [@cameraz v] by (((#DeltaTime) * (10)) * ((() - (-CameraMoveSpeed)) * (#CamSinY)))\n    end\n    set [~vy v] to [0]\n    if <key (up arrow v) pressed?> then\n        set [~vy v] to [500]\n    end\n    if <key (down arrow v) pressed?> then\n        set [~vy v] to [-200]\n    end\n    set [~vx v] to ((@CameraX) - (item (-PlayerGameObjectID) of [@gameobjectx v]))\n    set [~vz v] to ((@CameraZ) - (item (-PlayerGameObjectID) of [@gameobjectz v]))\n    set [~mag v] to ([sqrt v] of (((~vx) * (~vx)) + (() + ((~vz) * (~vz)))) )\n    change [@camerax v] by ((((((~vx) / (~mag)) * (650)) + (item (-PlayerGameObjectID) of [@gameobjectx v])) - (@CameraX)) * ((#DeltaTime) * (10)))\n    change [@cameray v] by ((((~vy) + ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (360))) - (@CameraY)) * ((#DeltaTime) * (6)))\n    change [@cameraz v] by ((((((~vz) / (~mag)) * (650)) + (item (-PlayerGameObjectID) of [@gameobjectz v])) - (@CameraZ)) * ((#DeltaTime) * (10)))\n    !Dynamic Camera\nend\n[T] Camera Look at position (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjecty v]) (item (-PlayerGameObjectID) of [@gameobjectz v])\n\ndefine !Calculate Shadow\nset [!sx v] to (item (-PlayerGameObjectID) of [@gameobjectx v])\nset [!sy v] to ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (0))\nset [!sz v] to (item (-PlayerGameObjectID) of [@gameobjectz v])\nreplace item (-ShadowSpriteID) of [@sprite3d_active v] with [1]\n[C] Sphere vs ALL triangles (!sx) (!sy) (!sz) radius (-PlayerRadius)\nif <(*finalCollision) = [0]> then\n    !Shadow vs all AABB\nend\nif <(*finalCollision) = [0]> then\n    [C] Sphere vs ALL Lines (!sx) (!sy) (!sz) radius [40]\nend\nrepeat until <<(*finalCollision) = [1]> or <(!sy) < ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (1000))>>\n    change [!sy v] by (-50)\n    [C] Sphere vs ALL triangles (!sx) (!sy) (!sz) radius (-PlayerRadius)\n    if <(*finalCollision) = [0]> then\n        !Shadow vs all AABB\n    end\n    if <(*finalCollision) = [0]> then\n        [C] Sphere vs ALL Lines (!sx) (!sy) (!sz) radius [40]\n    end\nend\nif <(!sy) < ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (1000))> then\n    replace item (-ShadowSpriteID) of [@sprite3d_active v] with [0]\nelse\n    repeat until <(*finalCollision) = [0]>\n        change [!sy v] by (2)\n        [C] Sphere vs ALL triangles (!sx) (!sy) (!sz) radius (-PlayerRadius)\n        if <(*finalCollision) = [0]> then\n            !Shadow vs all AABB\n        end\n        if <(*finalCollision) = [0]> then\n            [C] Sphere vs ALL Lines (!sx) (!sy) (!sz) radius [40]\n        end\n    end\n    replace item (-ShadowSpriteID) of [@sprite3d_x v] with (!sx)\n    replace item (-ShadowSpriteID) of [@sprite3d_y v] with ((!sy) - (-PlayerRadius))\n    replace item (-ShadowSpriteID) of [@sprite3d_z v] with (!sz)\n    replace item (-ShadowSpriteID) of [@sprite3d_alpha v] with ((((((item (-PlayerGameObjectID) of [@gameobjecty v]) + ()) - (-PlayerRadius)) - (!sy)) / (20)) + (50))\n    replace item (-ShadowSpriteID) of [@sprite3d_size v] with ((((((item (-PlayerGameObjectID) of [@gameobjecty v]) + ()) - (-PlayerRadius)) - (!sy)) / (1.5)) + (300))\nend\n\ndefine [Load] Load scene from data (data) multiply (mult) add (add)\n[E] Engine Init\nset [~load_chunks v] to []\nset [~load_points v] to []\nset [~load_lines v] to []\nset [~load_triangles v] to []\nset [~load_camera v] to []\nset [*load_iter v] to [1]\nset [~load_length v] to (length of (data))\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n    set [~load_chunks v] to (join (~load_chunks) (letter (*load_iter) of (data)))\n    change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n    set [~load_camera v] to (join (~load_camera) (letter (*load_iter) of (data)))\n    change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n    set [~load_points v] to (join (~load_points) (letter (*load_iter) of (data)))\n    change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n    set [~load_lines v] to (join (~load_lines) (letter (*load_iter) of (data)))\n    change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n    set [~load_triangles v] to (join (~load_triangles) (letter (*load_iter) of (data)))\n    change [*load_iter v] by (1)\nend\n[Ch] Load Chunks data (~load_chunks)\nset [*load_iter v] to [0]\ndelete all of [*load_list v]\nset [~load_temp v] to []\nrepeat (length of (~load_points))\n    change [*load_iter v] by (1)\n    if <(letter (*load_iter) of (~load_points)) = [;]> then\n        add (~load_temp) to [*load_list v]\n        set [~load_temp v] to []\n    else\n        if <(letter (*load_iter) of (~load_points)) = [|]> then\n            add (item (1) of [*load_list v]) to [^load_d_type v]\n            add (item (2) of [*load_list v]) to [^load_d_objecttype v]\n            add ((item (3) of [*load_list v]) * (mult)) to [@loadpointx v]\n            add ((item (4) of [*load_list v]) * (mult)) to [@loadpointy v]\n            add ((item (5) of [*load_list v]) * (mult)) to [@loadpointz v]\n            set [~load_iter2 v] to [0]\n            repeat ((length of [*load_list v]) - (5))\n                change [~load_iter2 v] by (1)\n                add (item ((5) + (~load_iter2)) of [*load_list v]) to [^load_d v]\n            end\n            repeat ((^Load_D_Size) - ((length of [*load_list v]) - (5)))\n                add [] to [^load_d v]\n            end\n            delete all of [*load_list v]\n            set [~load_temp v] to []\n        else\n            set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_points)))\n        end\n    end\nend\nset [*load_iter v] to [0]\ndelete all of [*load_list v]\nset [~load_temp v] to []\nrepeat (length of (~load_lines))\n    change [*load_iter v] by (1)\n    if <(letter (*load_iter) of (~load_lines)) = [;]> then\n        add (~load_temp) to [*load_list v]\n        set [~load_temp v] to []\n    else\n        if <(letter (*load_iter) of (~load_lines)) = [|]> then\n            [L] Add Line 3D p1: ((item (2) of [*load_list v]) * (mult)) ((item (3) of [*load_list v]) * (mult)) ((item (4) of [*load_list v]) * (mult)) p2: ((item (5) of [*load_list v]) * (mult)) ((item (6) of [*load_list v]) * (mult)) ((item (7) of [*load_list v]) * (mult)) color [0] [0] [0] [0] size (item (9) of [*load_list v]) chunkID [-1 auto] [-1]\n            replace item (*newID) of [^ld_type v] with (item (1) of [*load_list v])\n            replace item (*newID) of [@linecolor v] with ((item (8) of [*load_list v]) + (add))\n            set [~load_iter2 v] to [0]\n            set [~load_dataid v] to [1]\n            repeat (9)\n                delete (1) of [*load_list v]\n            end\n            [Load] Setting - Line : Type (item (*newID) of [^ld_type v]) new ID (*newID)\n            delete all of [*load_list v]\n            set [~load_temp v] to []\n        else\n            set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_lines)))\n        end\n    end\nend\nset [*load_iter v] to [0]\ndelete all of [*load_list v]\nset [~load_temp v] to []\nrepeat (length of (~load_triangles))\n    change [*load_iter v] by (1)\n    if <(letter (*load_iter) of (~load_triangles)) = [;]> then\n        add (~load_temp) to [*load_list v]\n        set [~load_temp v] to []\n    else\n        if <(letter (*load_iter) of (~load_triangles)) = [|]> then\n            if <(item (2) of [*load_list v]) = [1]> then\n                [Q] Add Quad p1 ((item (3) of [*load_list v]) * (mult)) ((item (4) of [*load_list v]) * (mult)) ((item (5) of [*load_list v]) * (mult)) p2 ((item (6) of [*load_list v]) * (mult)) ((item (7) of [*load_list v]) * (mult)) ((item (8) of [*load_list v]) * (mult)) p3 ((item (9) of [*load_list v]) * (mult)) ((item (10) of [*load_list v]) * (mult)) ((item (11) of [*load_list v]) * (mult)) p4 ((item (12) of [*load_list v]) * (mult)) ((item (13) of [*load_list v]) * (mult)) ((item (14) of [*load_list v]) * (mult)) color [0] [0] [0] [0] style - color (item (16) of [*load_list v]) brightness (item (17) of [*load_list v]) chunk [-1 auto] [-1]\n                replace item (*newID) of [^td_type v] with (item (1) of [*load_list v])\n                replace item (*newID) of [@trianglecolor v] with ((item (15) of [*load_list v]) + (add))\n                set [~load_iter2 v] to [0]\n                set [~load_dataid v] to [1]\n                repeat (17)\n                    delete (1) of [*load_list v]\n                end\n                [Load] Setting - Triangle : Type (item (*newID) of [^td_type v]) new ID (*newID)\n                delete all of [*load_list v]\n                set [~load_temp v] to []\n            else\n                [Tr] Add Triangle p1: ((item (3) of [*load_list v]) * (mult)) ((item (4) of [*load_list v]) * (mult)) ((item (5) of [*load_list v]) * (mult)) p2: ((item (6) of [*load_list v]) * (mult)) ((item (7) of [*load_list v]) * (mult)) ((item (8) of [*load_list v]) * (mult)) p3: ((item (9) of [*load_list v]) * (mult)) ((item (10) of [*load_list v]) * (mult)) ((item (11) of [*load_list v]) * (mult)) Color [0] [0] [0] [0] Is part of quad: [0] style - color: (item (13) of [*load_list v]) brightness (item (14) of [*load_list v]) triangleChunk[-1 auto] [-1]\n                replace item (*newID) of [^td_type v] with (item (1) of [*load_list v])\n                replace item (*newID) of [@trianglecolor v] with ((item (12) of [*load_list v]) + (add))\n                set [~load_iter2 v] to [0]\n                set [~load_dataid v] to [1]\n                repeat (14)\n                    delete (1) of [*load_list v]\n                end\n                [Load] Setting - Triangle : Type (item (*newID) of [^td_type v]) new ID (*newID)\n                delete all of [*load_list v]\n                set [~load_temp v] to []\n            end\n        else\n            set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_triangles)))\n        end\n    end\nend\nset [*load_iter v] to [0]\ndelete all of [@startcamera v]\nset [~load_temp v] to []\nrepeat (length of (~load_camera))\n    change [*load_iter v] by (1)\n    if <(letter (*load_iter) of (~load_camera)) = [;]> then\n        add (~load_temp) to [@startcamera v]\n        set [~load_temp v] to []\n    else\n        set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_camera)))\n    end\nend\nset [@camerax v] to (item (1) of [@startcamera v])\nset [@cameray v] to (item (2) of [@startcamera v])\nset [@cameraz v] to (item (3) of [@startcamera v])\nset [@camerarotatex v] to (item (4) of [@startcamera v])\nset [@camerarotatey v] to (item (5) of [@startcamera v])\nset [@camerarotatez v] to (item (6) of [@startcamera v])\n[Load] Points Setting\ndelete all of [@loadpointx v]\ndelete all of [@loadpointy v]\ndelete all of [@loadpointz v]\ndelete all of [^load_d_type v]\ndelete all of [^load_d_objecttype v]\ndelete all of [^load_d v]\n\ndefine [T] Atan2 (y) (x)\nif <(x) = [0]> then\n    if <(y) < [0]> then\n        set [*getangle v] to [-90]\n    else\n        set [*getangle v] to [90]\n    end\nelse\n    if <(x) > [0]> then\n        set [*getangle v] to ([atan v] of ((y) / (x)) )\n    else\n        set [*getangle v] to (([atan v] of ((y) / (x)) ) + (180))\n    end\nend\n\ndefine [T] Camera Look at position (tx) (ty) (tz)\nset [~a_vx v] to ((tx) - (@CameraX))\nset [~a_vy v] to ((ty) - (@CameraY))\nset [~a_vz v] to ((tz) - (@CameraZ))\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + (((~A_Vy) * (~A_Vy)) + ((~A_Vz) * (~A_Vz)))) )\nset [~a_vx v] to ((~A_Vx) / (~A_mag))\nset [~a_vy v] to ((~A_Vy) / (~A_mag))\nset [~a_vz v] to ((~A_Vz) / (~A_mag))\nif <(~A_Vz) > [0]> then\n    set [@camerarotatey v] to ([asin v] of ((~A_Vx) / (() - ([sqrt v] of ((1) - ((~A_Vy) * (~A_Vy))) ))) )\nelse\n    set [@camerarotatey v] to ((180) - ([asin v] of ((~A_Vx) / (() - ([sqrt v] of ((1) - ((~A_Vy) * (~A_Vy))) ))) ))\nend\nset [@camerarotatex v] to ([asin v] of (~A_Vy) )\n\nwhen I receive [update v]\n[E] Update\n\ndefine [E] Calc Camera Vector\nset [#camsinx v] to ([sin v] of (@CameraRotateX) )\nset [#camsiny v] to ([sin v] of (@CameraRotateY) )\nset [#camcosx v] to ([cos v] of (@CameraRotateX) )\nset [#camcosy v] to ([cos v] of (@CameraRotateY) )\nset [#camcosz v] to ([cos v] of (@CameraRotateZ) )\nset [#camsinz v] to ([sin v] of (@CameraRotateZ) )\n\nwhen I receive [engineinit v]\n[E] Engine Init\n\ndefine [G] DeleteGameObjectData\ndelete all of [@gameobjectmeshid v]\ndelete all of [@gameobjectx v]\ndelete all of [@gameobjecty v]\ndelete all of [@gameobjectz v]\ndelete all of [@gameobject_rotx v]\ndelete all of [@gameobject_roty v]\ndelete all of [@gameobject_rotz v]\ndelete all of [@gameobjectsizex v]\ndelete all of [@gameobjectsizey v]\ndelete all of [@gameobjectsizez v]\ndelete all of [@gameobjectactive v]\ndelete all of [@gameobjectdrawoffset v]\ndelete all of [@gameobjectchunk v]\ndelete all of [^gd_type v]\ndelete all of [^gd v]\ndelete all of [@gameobjectstylecolor v]\ndelete all of [@gameobjectstylebrightness v]\ndelete all of [@gameobjectmaterialdata v]\ndelete all of [@gameobjectbackfaceculling v]\n\ndefine [G] Add GameObject - mesh ID (meshid) material ID (material id) position (x) (y) (z) rotation (rotatex) (rotatey) (rotatez) chunkID [-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [#gameobjectpointers v])>>\n    if <(item (~p) of [#gameobjectpointers v]) = [0]> then\n        set [~newslot v] to [0]\n    end\n    change [~p v] by (1)\nend\nif <(~newSlot) = [1]> then\n    set [*newid v] to (~p)\n    add [1] to [#gameobjectpointers v]\n    add (meshid) to [@gameobjectmeshid v]\n    add (x) to [@gameobjectx v]\n    add (y) to [@gameobjecty v]\n    add (z) to [@gameobjectz v]\n    add (rotatex) to [@gameobject_rotx v]\n    add (rotatey) to [@gameobject_roty v]\n    add (rotatez) to [@gameobject_rotz v]\n    add [1] to [@gameobjectsizex v]\n    add [1] to [@gameobjectsizey v]\n    add [1] to [@gameobjectsizez v]\n    add [1] to [@gameobjectactive v]\n    add [0] to [@gameobjectdrawoffset v]\n    add [0] to [@gameobjectdrawoffset v]\n    add [0] to [@gameobjectdrawoffset v]\n    add [0] to [@gameobjectstylecolor v]\n    add [-5] to [@gameobjectstylebrightness v]\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (x) (z)\n        add (~newChunk) to [@gameobjectchunk v]\n    else\n        add (chunkid) to [@gameobjectchunk v]\n    end\n    add [0] to [^gd_type v]\n    repeat (^GD_Size)\n        add [] to [^gd v]\n    end\n    set [~m v] to [0]\n    repeat (`MaxMaterials)\n        change [~m v] by (1)\n        add (item ((material id) + ((~m) - (1))) of [#meshdefaultmaterialcolor v]) to [@gameobjectmaterialdata v]\n    end\n    add [1] to [@gameobjectbackfaceculling v]\nelse\n    set [*newid v] to ((~p) - (1))\n    replace item (*newID) of [#gameobjectpointers v] with [1]\n    replace item (*newID) of [@gameobjectmeshid v] with (meshid)\n    replace item (*newID) of [@gameobjectx v] with (x)\n    replace item (*newID) of [@gameobjecty v] with (y)\n    replace item (*newID) of [@gameobjectz v] with (z)\n    replace item (*newID) of [@gameobject_rotx v] with (rotatex)\n    replace item (*newID) of [@gameobject_roty v] with (rotatey)\n    replace item (*newID) of [@gameobject_rotz v] with (rotatez)\n    replace item (*newID) of [@gameobjectsizex v] with [1]\n    replace item (*newID) of [@gameobjectsizey v] with [1]\n    replace item (*newID) of [@gameobjectsizez v] with [1]\n    replace item (*newID) of [@gameobjectactive v] with [1]\n    set [~m v] to (((*newID) - (1)) * (3))\n    replace item ((~m) + (1)) of [@gameobjectdrawoffset v] with [0]\n    replace item ((~m) + (2)) of [@gameobjectdrawoffset v] with [0]\n    replace item ((~m) + (3)) of [@gameobjectdrawoffset v] with [0]\n    replace item (*newID) of [@gameobjectstylecolor v] with [0]\n    replace item (*newID) of [@gameobjectstylebrightness v] with [-5]\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (x) (z)\n        replace item (*newID) of [@gameobjectchunk v] with (~newChunk)\n    else\n        replace item (*newID) of [@gameobjectchunk v] with (chunkid)\n    end\n    replace item (*newID) of [^gd_type v] with [0]\n    set [~dataiter v] to (((*newID) - (1)) * (^GD_Size))\n    repeat (^GD_Size)\n        change [~dataiter v] by (1)\n        replace item (~dataIter) of [^gd v] with []\n    end\n    set [~m v] to [0]\n    repeat (`MaxMaterials)\n        change [~m v] by (1)\n        replace item ((((*newID) - (1)) * (`MaxMaterials)) + (~m)) of [@gameobjectmaterialdata v] with (item ((material id) + ((~m) - (1))) of [#meshdefaultmaterialcolor v])\n    end\n    replace item (*newID) of [@gameobjectbackfaceculling v] with [1]\nend\n\ndefine [E] My Init\nset [pitch v] effect to (0)\nset volume to (100) %\n[E] My Variable Init\n\ndefine [E] Update\nif <(-TransitionScenes) = [0]> then\n    if <(--PauseGame) = [0]> then\n        delete all of [debug2 v]\n        if <<(-cameraTriggerState) = [-1]> and <(-CameraHasFocus) = [0]>> then\n            !Camera Movement\n        end\n        if <(-TimeTrialLevel) = [0]> then\n            [E] My Update\n        else\n            if <<not <(-TimeTrialFinished) = [-1]>> and <not <(-TimeTrialFinished) = [1]>>> then\n                change [-timetrialfinished v] by ((#DeltaTime) * (1.5))\n                if <(-TimeTrialFinished) > [1]> then\n                    set [-timetrialfinished v] to [1]\n                    broadcast (TimeTrialFinished v)\n                end\n            end\n            if <(-TimeTrialFinished) = [-1]> then\n                if <(-TimeTrialWait) = [0]> then\n                    if <<(-cameraTriggerState) = [-1]> and <(-CameraHasFocus) = [0]>> then\n                        !Time Trial Update\n                    end\n                    [E] My Update\n                else\n                    if <(-ResetMode) = [0]> then\n                        change [-timetrialwait v] by (() - (#DeltaTime))\n                        if <not <(-TimeTrialWait) > [0]>> then\n                            set [-timetrialwait v] to [0]\n                            start sound [timeCountdown0 v]\n                        else\n                            if <not <([floor v] of (-TimeTrialWait) ) = ([floor v] of (-TimeTrialSound) )>> then\n                                start sound [timeCountdown321 v]\n                                set [-timetrialsound v] to ([floor v] of (-TimeTrialWait) )\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        [E] Set Light\n        if <not <(-CameraHasFocus) = [0]>> then\n            !Camera Look At Focus\n        end\n        !Reseting level timers\n        [E] Calc Camera Vector\n    end\nelse\n    !Camera Movement\n    [E] Set Light\n    !Reseting level timers\n    [E] Calc Camera Vector\n    if <(-TransitionScenes) = [2]> then\n        change [-transitionscenestate v] by (() - ((#DeltaTime) * (2)))\n        if <(-TransitionSceneState) < [-0.2]> then\n            set [-transitionscenes v] to [0]\n        end\n    else\n        if <(-TransitionScenes) = [3]> then\n            change [-transitionscenestate v] by ((#DeltaTime) * (0.35))\n            if <(-TransitionSceneState) > [1.2]> then\n                set [-transitionscenes v] to [4]\n                set [-transitionscenestate v] to [1]\n                set [--ingame v] to [0]\n                set [-currentmusic v] to [0]\n                set [-oldmusic v] to [0]\n                stop all sounds\n                if <(-CurrentLevel_ID) = [-10]> then\n                    broadcast (StartMenu v)\n                else\n                    broadcast (OpenLevelSelect v)\n                end\n            end\n        end\n    end\nend\n\ndefine [E] My Update\nchange [!timer v] by (#DeltaTime)\n!Update Buttons\nif <<(-cameraTriggerState) = [-1]> and <(-CameraHasFocus) = [0]>> then\n    [Ch] Check Current Chunk - pos: (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjectz v])\nelse\n    [Ch] Check Current Chunk - pos: (@CameraX) (@CameraZ)\nend\n!Rotate Triangles and Quads\n!Falling Platforms\nif <<(-cameraTriggerState) = [-1]> and <(-CameraHasFocus) = [0]>> then\n    !Player Update\nend\n!Translate Triangles and Quads\n!Update Circling Platforms\nif <<(-cameraTriggerState) = [-1]> and <(-CameraHasFocus) = [0]>> then\n    !Update Player Platform Translate And Rotate\n    !Player Update part 2\n    !Update Ropes\nend\n!Update Bosses\n!Update Coins\n!Update Enemy Basic\n!Update Enemy Snow\n!Update Enemy Jump\n!Update Snow Projectiles\n!Update Check Points\n!Update signs\n!Update Balancing Platforms\n!Update Axes\n!Update Triggers\n!Update Boosting Circles\nif <(-SnowInLevel) = [1]> then\n    !Update Snow\nend\n!Update Final Coins\n!Update Lava\n\ndefine [S] Add Sprite3D - costume name (costumename) at (x) (y) (z) size (size) chunkID [-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [#spritepointers v])>>\n    if <(item (~p) of [#spritepointers v]) = [0]> then\n        set [~newslot v] to [0]\n    end\n    change [~p v] by (1)\nend\nif <(~newSlot) = [1]> then\n    set [*newid v] to (~p)\n    add (costumename) to [@sprite3d_costumename v]\n    add [1] to [#spritepointers v]\n    add (x) to [@sprite3d_x v]\n    add (y) to [@sprite3d_y v]\n    add (z) to [@sprite3d_z v]\n    add (size) to [@sprite3d_size v]\n    add [0] to [@sprite3d_rotation v]\n    add [0] to [@sprite3d_alpha v]\n    add [1] to [@sprite3d_active v]\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (x) (z)\n        add (~newChunk) to [@spritechunk v]\n    else\n        add (chunkid) to [@spritechunk v]\n    end\n    add [0] to [^sd_type v]\n    repeat (^SD_Size)\n        add [] to [^sd v]\n    end\nelse\n    set [*newid v] to ((~p) - (1))\n    replace item (*newID) of [#spritepointers v] with [1]\n    replace item (*newID) of [@sprite3d_costumename v] with (costumename)\n    replace item (*newID) of [@sprite3d_x v] with (x)\n    replace item (*newID) of [@sprite3d_y v] with (y)\n    replace item (*newID) of [@sprite3d_z v] with (z)\n    replace item (*newID) of [@sprite3d_size v] with (size)\n    replace item (*newID) of [@sprite3d_rotation v] with [0]\n    replace item (*newID) of [@sprite3d_alpha v] with [0]\n    replace item (*newID) of [@sprite3d_active v] with [1]\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (x) (z)\n        replace item (*newID) of [@spritechunk v] with (~newChunk)\n    else\n        replace item (*newID) of [@spritechunk v] with (chunkid)\n    end\n    replace item (*newID) of [^sd_type v] with [0]\n    set [~dataiter v] to (((*newID) - (1)) * (^SD_Size))\n    repeat (^SD_Size)\n        change [~dataiter v] by (1)\n        replace item (~dataIter) of [^sd v] with []\n    end\nend\n\ndefine [S] DeleteSprite3D data\ndelete all of [@sprite3d_costumename v]\ndelete all of [@sprite3d_x v]\ndelete all of [@sprite3d_y v]\ndelete all of [@sprite3d_z v]\ndelete all of [@sprite3d_size v]\ndelete all of [@sprite3d_alpha v]\ndelete all of [@sprite3d_rotation v]\ndelete all of [@sprite3d_active v]\ndelete all of [@spritechunk v]\ndelete all of [^sd_type v]\ndelete all of [^sd v]\n\ndefine [E] DeleteALL\n[A] Delete AABB data\n[E] Delete My Data\n[G] DeleteGameObjectData\n[S] DeleteSprite3D data\n[L] DeleteLinesData\n[Tr Q] Delete Triangle Data\n[Tx] Delete Text Data\n[E] Delete Pointers\n[E] Delete Load Points Data\n\ndefine [L] DeleteLinesData\ndelete all of [@linesx1 v]\ndelete all of [@linesx2 v]\ndelete all of [@linesy1 v]\ndelete all of [@linesy2 v]\ndelete all of [@linesz1 v]\ndelete all of [@linesz2 v]\ndelete all of [@linecolor v]\ndelete all of [@linesize v]\ndelete all of [@lineactive v]\ndelete all of [@line_chunk v]\ndelete all of [#lines3dpointers v]\ndelete all of [^ld_type v]\ndelete all of [^ld v]\ndelete all of [#linevtxdata v]\n\ndefine [L] Add Line 3D p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) color (r) (g) (b) (a) size (size) chunkID [-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [#lines3dpointers v])>>\n    if <(item (~p) of [#lines3dpointers v]) = [0]> then\n        set [~newslot v] to [0]\n    end\n    change [~p v] by (1)\nend\nif <(~newSlot) = [1]> then\n    set [*newid v] to (~p)\n    add (x1) to [@linesx1 v]\n    add (x2) to [@linesx2 v]\n    add (y1) to [@linesy1 v]\n    add (y2) to [@linesy2 v]\n    add (z1) to [@linesz1 v]\n    add (z2) to [@linesz2 v]\n    add (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b))) to [@linecolor v]\n    add (size) to [@linesize v]\n    add [1] to [@lineactive v]\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (((x1) + (x2)) / (2)) (((z1) + (z2)) / (2))\n        add (~newChunk) to [@line_chunk v]\n    else\n        add (chunkid) to [@line_chunk v]\n    end\n    add [1] to [#lines3dpointers v]\n    add [0] to [^ld_type v]\n    repeat (^LD_Size)\n        add [] to [^ld v]\n    end\n    add (x1) to [#linevtxdata v]\n    add (y1) to [#linevtxdata v]\n    add (z1) to [#linevtxdata v]\n    add (x2) to [#linevtxdata v]\n    add (y2) to [#linevtxdata v]\n    add (z2) to [#linevtxdata v]\nelse\n    set [*newid v] to ((~p) - (1))\n    replace item (*newID) of [@linesx1 v] with (x1)\n    replace item (*newID) of [@linesx2 v] with (x2)\n    replace item (*newID) of [@linesy1 v] with (y1)\n    replace item (*newID) of [@linesy2 v] with (y2)\n    replace item (*newID) of [@linesz1 v] with (z1)\n    replace item (*newID) of [@linesz2 v] with (z2)\n    replace item (*newID) of [@linecolor v] with (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\n    replace item (*newID) of [@linesize v] with (size)\n    replace item (*newID) of [@lineactive v] with [1]\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (((x1) + (x2)) / (2)) (((z1) + (z2)) / (2))\n        replace item (*newID) of [@line_chunk v] with (~newChunk)\n    else\n        replace item (*newID) of [@line_chunk v] with (chunkid)\n    end\n    replace item (*newID) of [#lines3dpointers v] with [1]\n    replace item (*newID) of [^ld_type v] with [0]\n    set [~dataiter v] to (((*newID) - (1)) * (^LD_Size))\n    repeat (^LD_Size)\n        change [~dataiter v] by (1)\n        replace item (~dataIter) of [^ld v] with []\n    end\n    replace item ((((*newID) - (1)) * (6)) + (1)) of [#linevtxdata v] with (x1)\n    replace item ((((*newID) - (1)) * (6)) + (2)) of [#linevtxdata v] with (y1)\n    replace item ((((*newID) - (1)) * (6)) + (3)) of [#linevtxdata v] with (z1)\n    replace item ((((*newID) - (1)) * (6)) + (4)) of [#linevtxdata v] with (x2)\n    replace item ((((*newID) - (1)) * (6)) + (5)) of [#linevtxdata v] with (y2)\n    replace item ((((*newID) - (1)) * (6)) + (6)) of [#linevtxdata v] with (z2)\nend\n\ndefine [Q] Add Quad p1 (x1) (y1) (z1) p2 (x2) (y2) (z2) p3 (x3) (y3) (z3) p4 (x4) (y4) (z4) color (r) (g) (b) (a) style - color (color) brightness (brightness) chunk [-1 auto] (chunk)\n[Tr] Add Triangle p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) p3: (x3) (y3) (z3) Color (r) (g) (b) (a) Is part of quad: [1] style - color: (color) brightness (brightness) triangleChunk[-1 auto] (chunk)\n[Tr] Add Triangle p1: (x3) (y3) (z3) p2: (x4) (y4) (z4) p3: (x1) (y1) (z1) Color (r) (g) (b) (a) Is part of quad: [2] style - color: (color) brightness (brightness) triangleChunk[-1 auto] (chunk)\nchange [`numberofquads v] by (1)\nchange [*newid v] by (-1)\n!Set AABB of Quad (*newID)\n\ndefine [Tr Q] Delete Triangle Data\nset [`numberofquads v] to [0]\ndelete all of [#triangledata v]\ndelete all of [@trianglecolor v]\ndelete all of [@triangle_active v]\ndelete all of [@trianglex v]\ndelete all of [@triangley v]\ndelete all of [@trianglez v]\ndelete all of [#triangleisquad v]\ndelete all of [#trianglecolldata v]\ndelete all of [#triangletranslatevalues v]\ndelete all of [#trianglerotatevalues v]\ndelete all of [#trianglepivotdata v]\ndelete all of [@trianglestylebrightness v]\ndelete all of [@trianglestylecolor v]\ndelete all of [@trianglechunk v]\ndelete all of [^td_type v]\ndelete all of [^td v]\ndelete all of [@trianglerotx v]\ndelete all of [@triangleroty v]\ndelete all of [@trianglerotz v]\ndelete all of [@trianglerendering v]\ndelete all of [#trianglevtxdata v]\ndelete all of [@triangletransparentdist v]\n\ndefine [C] Sphere vs Triangle (x) (y) (z) radius (r) Triangle ID: (trid)\nset [*collisionresult v] to [0]\nset [~triadd v] to (((trid) - (1)) * (`TriangleDataPerInst))\nset [~coladd v] to (((trid) - (1)) * (`TriangleCollPerInst))\nset [~dot v] to ((((x) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((y) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((z) * (item ((~triAdd) + (12)) of [#triangledata v])))) - (item ((~triAdd) + (13)) of [#triangledata v]))\nif <<((x) + (r)) > (item ((~colAdd) + (1)) of [#trianglecolldata v])> and <((x) - (r)) < (item ((~colAdd) + (2)) of [#trianglecolldata v])>> then\n    if <<((y) + (r)) > (item ((~colAdd) + (3)) of [#trianglecolldata v])> and <((y) - (r)) < (item ((~colAdd) + (4)) of [#trianglecolldata v])>> then\n        if <<((z) + (r)) > (item ((~colAdd) + (5)) of [#trianglecolldata v])> and <((z) - (r)) < (item ((~colAdd) + (6)) of [#trianglecolldata v])>> then\n            if <([abs v] of (~dot) ) < (r)> then\n                [C] Precise Collision Sphere to current Triangle (x) (y) (z) radius (r)\n            end\n        end\n    end\nend\n\ndefine [E] Set Light\nset [#lightx v] to (([cos v] of (@LightAngle) ) * (0.75))\nset [#lighty v] to [0.5]\nset [#lightz v] to (([sin v] of (@LightAngle) ) * (0.75))\n\ndefine [T] Get Quaternion Look At v1: (v1x) (v1y) (v1z) v2: (v2x) (v2y) (v2z)\ndelete all of [!quaterniondata v]\nset [~a_vx v] to ((v2z) - (v1z))\nset [~a_vy v] to [0]\nset [~a_vz v] to (() - ((v2x) - (v1x)))\n!Quat Look At Part\nset [~a_vx v] to ((() - ((v2x) - (v1x))) * ((v2y) - (v1y)))\nset [~a_vy v] to ((((v2x) - (v1x)) * ((v2x) - (v1x))) + (((v2z) - (v1z)) * ((v2z) - (v1z))))\nset [~a_vz v] to ((() - ((v2z) - (v1z))) * ((v2y) - (v1y)))\n!Quat Look At Part\nset [~a_vx v] to ((v2x) - (v1x))\nset [~a_vy v] to ((v2y) - (v1y))\nset [~a_vz v] to ((v2z) - (v1z))\n!Quat Look At Part\nset [~t_a1 v] to ((item (1) of [!quaterniondata v]) + ((item (5) of [!quaterniondata v]) + (item (9) of [!quaterniondata v])))\nif <(~T_a1) > [0]> then\n    set [~t_a2 v] to ([sqrt v] of ((1) + (~T_a1)) )\n    set [!quatw v] to ((~T_a2) * (0.5))\n    set [~t_a2 v] to ((0.5) / (~T_a2))\n    set [!quatx v] to (((item (6) of [!quaterniondata v]) - (item (8) of [!quaterniondata v])) * (~T_a2))\n    set [!quaty v] to (((item (7) of [!quaterniondata v]) - (item (3) of [!quaterniondata v])) * (~T_a2))\n    set [!quatz v] to (((item (2) of [!quaterniondata v]) - (item (4) of [!quaterniondata v])) * (~T_a2))\nelse\n    if <<not <(item (5) of [!quaterniondata v]) > (item (1) of [!quaterniondata v])>> and <not <(item (9) of [!quaterniondata v]) > (item (1) of [!quaterniondata v])>>> then\n        set [~t_a1 v] to ([sqrt v] of ((((1) + (item (1) of [!quaterniondata v])) - (item (5) of [!quaterniondata v])) - (item (9) of [!quaterniondata v])) )\n        set [~t_a2 v] to ((0.5) / (~T_a1))\n        set [!quatx v] to ((0.5) * (~T_a1))\n        set [!quaty v] to (((item (2) of [!quaterniondata v]) + (item (4) of [!quaterniondata v])) * (~T_a2))\n        set [!quatz v] to (((item (3) of [!quaterniondata v]) + (item (7) of [!quaterniondata v])) * (~T_a2))\n        set [!quatw v] to (((item (6) of [!quaterniondata v]) - (item (8) of [!quaterniondata v])) * (~T_a2))\n    else\n        if <(item (5) of [!quaterniondata v]) > (item (9) of [!quaterniondata v])> then\n            set [~t_a1 v] to ([sqrt v] of ((((1) + (item (5) of [!quaterniondata v])) - (item (1) of [!quaterniondata v])) - (item (9) of [!quaterniondata v])) )\n            set [~t_a2 v] to ((0.5) / (~T_a1))\n            set [!quatx v] to (((item (4) of [!quaterniondata v]) + (item (2) of [!quaterniondata v])) * (~T_a2))\n            set [!quaty v] to ((0.5) * (~T_a1))\n            set [!quatz v] to (((item (8) of [!quaterniondata v]) + (item (6) of [!quaterniondata v])) * (~T_a2))\n            set [!quatw v] to (((item (7) of [!quaterniondata v]) - (item (3) of [!quaterniondata v])) * (~T_a2))\n        else\n            set [~t_a1 v] to ([sqrt v] of ((((1) + (item (9) of [!quaterniondata v])) - (item (1) of [!quaterniondata v])) - (item (5) of [!quaterniondata v])) )\n            set [~t_a2 v] to ((0.5) / (~T_a1))\n            set [!quatx v] to (((item (7) of [!quaterniondata v]) + (item (3) of [!quaterniondata v])) * (~T_a2))\n            set [!quaty v] to (((item (8) of [!quaterniondata v]) + (item (6) of [!quaterniondata v])) * (~T_a2))\n            set [!quatz v] to ((0.5) * (~T_a1))\n            set [!quatw v] to (((item (2) of [!quaterniondata v]) - (item (4) of [!quaterniondata v])) * (~T_a2))\n        end\n    end\nend\nset [~a_mag v] to ([sqrt v] of (((!quatX) * (!quatX)) + (((!quatY) * (!quatY)) + (((!quatZ) * (!quatZ)) + ((!quatW) * (!quatW))))) )\nset [!quatx v] to ((!quatX) / (~A_mag))\nset [!quaty v] to ((!quatY) / (~A_mag))\nset [!quatz v] to ((!quatZ) / (~A_mag))\nset [!quatw v] to ((!quatW) / (~A_mag))\n\ndefine [Tr] Add Triangle p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) p3: (x3) (y3) (z3) Color (r) (g) (b) (a) Is part of quad: (quadpart) style - color: (color) brightness (brightness) triangleChunk[-1 auto] (chunk)\nset [~newslot v] to [1]\nif <(quadpart) = [0]> then\n    set [~p v] to [1]\n    repeat until <<(~newSlot) = [0]> or <(~p) > (length of [#trianglepointers v])>>\n        if <(item (~p) of [#trianglepointers v]) = [0]> then\n            set [~newslot v] to [0]\n        end\n        change [~p v] by (1)\n    end\n    if <(~newSlot) = [1]> then\n        set [*newid v] to (~p)\n    else\n        set [*newid v] to ((~p) - (1))\n    end\nelse\n    if <(quadpart) = [1]> then\n        set [~p v] to [1]\n        repeat until <<(~newSlot) = [0]> or <(~p) > ((length of [#trianglepointers v]) - (1))>>\n            if <<(item (~p) of [#trianglepointers v]) = [0]> and <(item ((~p) + (1)) of [#trianglepointers v]) = [0]>> then\n                set [~newslot v] to [0]\n            end\n            change [~p v] by (1)\n        end\n        if <(~newSlot) = [1]> then\n            if <<(length of [#trianglepointers v]) > [0]> and <(item (length of [#trianglepointers v]) of [#trianglepointers v]) = [0]>> then\n                set [~newslot v] to [0]\n                set [*newid v] to (length of [#trianglepointers v])\n            else\n                set [~newslot v] to [1]\n                set [*newid v] to ((length of [#trianglepointers v]) + (1))\n            end\n        else\n            set [*newid v] to ((~p) - (1))\n        end\n    else\n        change [*newid v] by (1)\n        if <not <(*newID) > (length of [#trianglepointers v])>> then\n            set [~newslot v] to [0]\n        end\n    end\nend\nif <(~newSlot) = [1]> then\n    repeat (`TriangleDataPerInst)\n        add [] to [#triangledata v]\n    end\n    repeat (`TriangleCollPerInst)\n        add [] to [#trianglecolldata v]\n    end\n    repeat (3)\n        add [] to [#triangletranslatevalues v]\n        add [] to [#trianglerotatevalues v]\n        add [] to [#trianglepivotdata v]\n    end\n    add [] to [@triangle_active v]\n    add [] to [@trianglecolor v]\n    add [] to [@trianglex v]\n    add [] to [@triangley v]\n    add [] to [@trianglez v]\n    add [] to [@trianglestylecolor v]\n    add [] to [@trianglestylebrightness v]\n    add [] to [#triangleisquad v]\n    add [] to [#trianglepointers v]\n    add [] to [@trianglechunk v]\n    add [] to [^td_type v]\n    add [] to [@trianglerotx v]\n    add [] to [@triangleroty v]\n    add [] to [@trianglerotz v]\n    repeat (^TD_Size)\n        add [] to [^td v]\n    end\n    repeat (9)\n        add [] to [#trianglevtxdata v]\n    end\n    add [] to [@trianglerendering v]\n    add [] to [@triangletransparentdist v]\nend\nreplace item (*newID) of [@triangle_active v] with [1]\nreplace item (*newID) of [@trianglecolor v] with (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\nreplace item (*newID) of [@trianglex v] with [0]\nreplace item (*newID) of [@triangley v] with [0]\nreplace item (*newID) of [@trianglez v] with [0]\nreplace item (*newID) of [@trianglerotx v] with [0]\nreplace item (*newID) of [@triangleroty v] with [0]\nreplace item (*newID) of [@trianglerotz v] with [0]\nreplace item (*newID) of [@trianglestylecolor v] with (color)\nreplace item (*newID) of [@trianglestylebrightness v] with (brightness)\nreplace item (*newID) of [#triangleisquad v] with (quadpart)\nreplace item (*newID) of [^td_type v] with [0]\nset [~dataiter v] to (((*newID) - (1)) * (^TD_Size))\nrepeat (^TD_Size)\n    change [~dataiter v] by (1)\n    replace item (~dataIter) of [^td v] with []\nend\nset [~triadd v] to (((*newID) - (1)) * (`TriangleDataPerInst))\nreplace item ((~triAdd) + (1)) of [#triangledata v] with (x1)\nreplace item ((~triAdd) + (2)) of [#triangledata v] with (y1)\nreplace item ((~triAdd) + (3)) of [#triangledata v] with (z1)\nreplace item ((~triAdd) + (4)) of [#triangledata v] with (x2)\nreplace item ((~triAdd) + (5)) of [#triangledata v] with (y2)\nreplace item ((~triAdd) + (6)) of [#triangledata v] with (z2)\nreplace item ((~triAdd) + (7)) of [#triangledata v] with (x3)\nreplace item ((~triAdd) + (8)) of [#triangledata v] with (y3)\nreplace item ((~triAdd) + (9)) of [#triangledata v] with (z3)\nset [~triadd v] to (((*newID) - (1)) * (9))\nreplace item ((~triAdd) + (1)) of [#trianglevtxdata v] with (x1)\nreplace item ((~triAdd) + (2)) of [#trianglevtxdata v] with (y1)\nreplace item ((~triAdd) + (3)) of [#trianglevtxdata v] with (z1)\nreplace item ((~triAdd) + (4)) of [#trianglevtxdata v] with (x2)\nreplace item ((~triAdd) + (5)) of [#trianglevtxdata v] with (y2)\nreplace item ((~triAdd) + (6)) of [#trianglevtxdata v] with (z2)\nreplace item ((~triAdd) + (7)) of [#trianglevtxdata v] with (x3)\nreplace item ((~triAdd) + (8)) of [#trianglevtxdata v] with (y3)\nreplace item ((~triAdd) + (9)) of [#trianglevtxdata v] with (z3)\n!Set Triangle Data (*newID)\nset [~triadd v] to (((*newID) - (1)) * (3))\nreplace item ((~triAdd) + (1)) of [#triangletranslatevalues v] with [0]\nreplace item ((~triAdd) + (2)) of [#triangletranslatevalues v] with [0]\nreplace item ((~triAdd) + (3)) of [#triangletranslatevalues v] with [0]\nreplace item ((~triAdd) + (1)) of [#trianglerotatevalues v] with [0]\nreplace item ((~triAdd) + (2)) of [#trianglerotatevalues v] with [0]\nreplace item ((~triAdd) + (3)) of [#trianglerotatevalues v] with [0]\nreplace item ((~triAdd) + (1)) of [#trianglepivotdata v] with (((x1) + ((x2) + (x3))) / (3))\nreplace item ((~triAdd) + (2)) of [#trianglepivotdata v] with (((y1) + ((y2) + (y3))) / (3))\nreplace item ((~triAdd) + (3)) of [#trianglepivotdata v] with (((z1) + ((z2) + (z3))) / (3))\nif <(chunk) = [-1]> then\n    [Ch] Get Chunk from Coordinate (item (11) of [~templist v]) (item (13) of [~templist v])\n    replace item (*newID) of [@trianglechunk v] with (~newChunk)\nelse\n    replace item (*newID) of [@trianglechunk v] with (chunk)\nend\nreplace item (*newID) of [#trianglepointers v] with [1]\nreplace item (*newID) of [@trianglerendering v] with [1]\nreplace item (*newID) of [@triangletransparentdist v] with [0]\n\ndefine [E] Init 3D\nset [@camerax v] to (item (1) of [@startcamera v])\nset [@cameray v] to (item (2) of [@startcamera v])\nset [@cameraz v] to (item (3) of [@startcamera v])\nset [@camerarotatex v] to (item (4) of [@startcamera v])\nset [@camerarotatey v] to (item (5) of [@startcamera v])\nset [@camerarotatez v] to (item (6) of [@startcamera v])\n[E] Calc Camera Vector\n\ndefine [E] My Variable Init\nset [-playerradius v] to [55]\nset [-playerycoloffset v] to [55]\nset [-cameramovespeed v] to [125]\nset [-playermovespeed v] to [300]\nset [-velslowdown v] to [200]\nset [-velslip v] to [3200]\nset [-movepoweronslippery v] to [500]\nset [-triggerwatch v] to [3]\nset [-triggerwait v] to [1]\nset [-snowprojectilegravity v] to [800]\nset [-resetlength v] to [0.75]\nset [-getsigntext v] to []\n\ndefine [C] Sphere vs ALL triangles (x) (y) (z) radius (radius)\nset [*col_iter v] to [0]\nset [*finalcollision v] to [0]\nrepeat until <<(*col_iter) = (length of [-collidabletriquad v])> or <(*finalCollision) = [1]>>\n    change [*col_iter v] by (1)\n    if <(item (item (*col_iter) of [-collidabletriquad v]) of [@triangle_active v]) = [1]> then\n        if <(item (item (*col_iter) of [-collidabletriquad v]) of [#triangleisquad v]) = [1]> then\n            [C] Sphere vs Quad (x) (y) (z) radius (radius) quad ID (item (*col_iter) of [-collidabletriquad v])\n        else\n            [C] Sphere vs Triangle (x) (y) (z) radius (radius) Triangle ID: (item (*col_iter) of [-collidabletriquad v])\n        end\n        set [*finalcollision v] to (*collisionResult)\n    end\nend\n\ndefine [C] GameObject vs ALL triangles (g) radius (r) offset (ox) (oy) (oz)\n[C] Sphere vs ALL triangles ((item (g) of [@gameobjectx v]) + (ox)) ((item (g) of [@gameobjecty v]) + (oy)) ((item (g) of [@gameobjectz v]) + (oz)) radius (r)\n\ndefine [E] My Objects\n[S] Add Sprite3D - costume name [empty] at [0] [0] [0] size [120] chunkID [-1 auto] [0]\nset [-signspriteid v] to (*newID)\nreplace item (-SignSpriteID) of [@sprite3d_alpha v] with [100]\nif <(-SnowInLevel) = [1]> then\n    !Starting Snow\nend\n\ndefine [T] Calculate Shortest Rotation Direction (from) (to)\nset [~left v] to (((to) - (from)) + (360))\nset [~right v] to ((from) - (to))\nif <(from) < (to)> then\n    if <(to) > [0]> then\n        set [~left v] to ((to) - (from))\n        set [~right v] to (((from) - (to)) + (360))\n    else\n        set [~left v] to (((from) - (to)) + (360))\n        set [~right v] to ((to) - (from))\n    end\nend\nif <(~left) > (~right)> then\n    set [*return v] to (() - (~right))\nelse\n    set [*return v] to (~left)\nend\n\ndefine [Tr] Translate Triangle (trid) for (x) (y) (z)\nif <not <<(x) = [0]> and <<(y) = [0]> and <(z) = [0]>>>> then\n    replace item (trid) of [@trianglex v] with ((item (trid) of [@trianglex v]) + (x))\n    replace item (trid) of [@triangley v] with ((item (trid) of [@triangley v]) + (y))\n    replace item (trid) of [@trianglez v] with ((item (trid) of [@trianglez v]) + (z))\n    set [~triadd v] to (((trid) - (1)) * (`TriangleDataPerInst))\n    !Translate Vec from tri data [1] for (x) (y) (z)\n    !Translate Vec from tri data [4] for (x) (y) (z)\n    !Translate Vec from tri data [7] for (x) (y) (z)\n    replace item ((~triAdd) + (13)) of [#triangledata v] with (((item ((~triAdd) + (1)) of [#triangledata v]) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((item ((~triAdd) + (2)) of [#triangledata v]) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((item ((~triAdd) + (3)) of [#triangledata v]) * (item ((~triAdd) + (12)) of [#triangledata v]))))\n    !Translate Vec from tri data [14] for (x) (y) (z)\n    set [~coladd v] to (((trid) - (1)) * (`TriangleCollPerInst))\n    replace item ((~colAdd) + (1)) of [#trianglecolldata v] with ((item ((~colAdd) + (1)) of [#trianglecolldata v]) + (x))\n    replace item ((~colAdd) + (2)) of [#trianglecolldata v] with ((item ((~colAdd) + (2)) of [#trianglecolldata v]) + (x))\n    replace item ((~colAdd) + (3)) of [#trianglecolldata v] with ((item ((~colAdd) + (3)) of [#trianglecolldata v]) + (y))\n    replace item ((~colAdd) + (4)) of [#trianglecolldata v] with ((item ((~colAdd) + (4)) of [#trianglecolldata v]) + (y))\n    replace item ((~colAdd) + (5)) of [#trianglecolldata v] with ((item ((~colAdd) + (5)) of [#trianglecolldata v]) + (z))\n    replace item ((~colAdd) + (6)) of [#trianglecolldata v] with ((item ((~colAdd) + (6)) of [#trianglecolldata v]) + (z))\nend\nreplace item (((trid) * (3)) - (2)) of [#triangletranslatevalues v] with (x)\nreplace item (((trid) * (3)) - (1)) of [#triangletranslatevalues v] with (y)\nreplace item ((trid) * (3)) of [#triangletranslatevalues v] with (z)\n\ndefine [Tr Q] Translate Triangle or Quad ID: (trid) for (x) (y) (z)\nif <(item (trid) of [#triangleisquad v]) = [0]> then\n    [Tr] Translate Triangle (trid) for (x) (y) (z)\nelse\n    [Tr] Translate Triangle (trid) for (x) (y) (z)\n    [Tr] Translate Triangle ((trid) + (1)) for (x) (y) (z)\nend\n\ndefine [Tr] Set Position Of Triangle (id) to (x) (y) (z)\n[Tr] Translate Triangle (id) for ((x) - (item (id) of [@trianglex v])) ((y) - (item (id) of [@triangley v])) ((z) - (item (id) of [@trianglez v]))\n\ndefine [Tr Q] Set Position Of Triangle or Quad (id) to (x) (y) (z)\n[Tr Q] Translate Triangle or Quad ID: (id) for ((x) - (item (id) of [@trianglex v])) ((y) - (item (id) of [@triangley v])) ((z) - (item (id) of [@trianglez v]))\n\ndefine [T] Get Min And Max (a) (b) (c)\nif <<(a) > (c)> and <(b) > (c)>> then\n    set [*min v] to (c)\n    if <(b) > (a)> then\n        set [*max v] to (b)\n    else\n        set [*max v] to (a)\n    end\nelse\n    if <(b) > (a)> then\n        set [*min v] to (a)\n        if <(b) > (c)> then\n            set [*max v] to (b)\n        else\n            set [*max v] to (c)\n        end\n    else\n        set [*min v] to (b)\n        if <(a) > (c)> then\n            set [*max v] to (a)\n        else\n            set [*max v] to (c)\n        end\n    end\nend\n\ndefine [C] Precise Collision Sphere to current Triangle (x) (y) (z) radius (r)\n[C] Precise Triangle Collision Init (x) (y) (z)\nset [~pbcx v] to (((~by) * (~cz)) - ((~bz) * (~cy)))\nset [~pbcy v] to (((~bz) * (~cx)) - ((~bx) * (~cz)))\nset [~pbcz v] to (((~bx) * (~cy)) - ((~by) * (~cx)))\nset [~pcax v] to (((~cy) * (~az)) - ((~cz) * (~ay)))\nset [~pcay v] to (((~cz) * (~ax)) - ((~cx) * (~az)))\nset [~pcaz v] to (((~cx) * (~ay)) - ((~cy) * (~ax)))\nset [~pabx v] to (((~ay) * (~bz)) - ((~az) * (~by)))\nset [~paby v] to (((~az) * (~bx)) - ((~ax) * (~bz)))\nset [~pabz v] to (((~ax) * (~by)) - ((~ay) * (~bx)))\nif <not <<(((~PbcX) * (~PcaX)) + (((~PbcY) * (~PcaY)) + ((~PbcZ) * (~PcaZ)))) < [0]> or <(((~PbcX) * (~PabX)) + (((~PbcY) * (~PabY)) + ((~PbcZ) * (~PabZ)))) < [0]>>> then\n    set [*colx v] to (~tempX)\n    set [*coly v] to (~tempY)\n    set [*colz v] to (~tempZ)\n    change [~tempx v] by (() - (x))\n    change [~tempy v] by (() - (y))\n    change [~tempz v] by (() - (z))\n    set [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\n    if <(~mag) < (r)> then\n        set [*collisionresult v] to [1]\n    end\n    stop [this script v]\nend\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nset [*colx v] to (*returnX)\nset [*coly v] to (*returnY)\nset [*colz v] to (*returnZ)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v])\n[C] Triangle - Closest Line (x) (y) (z)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\n[C] Triangle - Closest Line (x) (y) (z)\nif <(~mag) < ((r) * (1))> then\n    set [*collisionresult v] to [1]\nend\n\ndefine [C] Closest Point To Line Segment p: (px) (py) (pz) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [~vx v] to ((x2) - (x1))\nset [~vy v] to ((y2) - (y1))\nset [~vz v] to ((z2) - (z1))\nset [~t v] to (((((px) - (x1)) * (~vx)) + ((((py) - (y1)) * (~vy)) + (((pz) - (z1)) * (~vz)))) / (((~vx) * (~vx)) + (((~vy) * (~vy)) + ((~vz) * (~vz)))))\nif <(~T) > [1]> then\n    set [~t v] to [1]\nend\nif <(~T) < [0]> then\n    set [~t v] to [0]\nend\nset [*returnx v] to ((x1) + ((~vx) * (~T)))\nset [*returny v] to ((y1) + ((~vy) * (~T)))\nset [*returnz v] to ((z1) + ((~vz) * (~T)))\n\ndefine [G] Translate GameObject (id) for (x) (y) (z)\nreplace item (id) of [@gameobjectx v] with ((item (id) of [@gameobjectx v]) + (x))\nreplace item (id) of [@gameobjecty v] with ((item (id) of [@gameobjecty v]) + (y))\nreplace item (id) of [@gameobjectz v] with ((item (id) of [@gameobjectz v]) + (z))\n\ndefine [E] Delete Pointers\ndelete all of [#spritepointers v]\ndelete all of [#gameobjectpointers v]\ndelete all of [#trianglepointers v]\ndelete all of [-aabb_pointers v]\n\ndefine [S] Remove Sprite (id)\nreplace item (id) of [#spritepointers v] with [0]\nreplace item (id) of [@sprite3d_active v] with [0]\n\ndefine [E] Delete My Data\ndelete all of [debug3 v]\n[E] Delete Class Data\ndelete all of [-triggerstate v]\ndelete all of [-triggerdata v]\ndelete all of [-snowparticles v]\ndelete all of [-enemysnowprojectile v]\n\ndefine [G] Remove GameObject (id)\nreplace item (id) of [#gameobjectpointers v] with [0]\nreplace item (id) of [@gameobjectactive v] with [0]\n\ndefine [C] AABB vs AABB collision- first (minx1) (maxx1) (miny1) (maxy1) (minz1) (maxz1) second (minx2) (maxx2) (miny2) (maxy2) (minz2) (maxz2)\nset [*collisionresult v] to (<<<(minz1) < (maxz2)> and <(minz2) < (maxz1)>> and <<<(minx1) < (maxx2)> and <(minx2) < (maxx1)>> and <<(miny2) < (maxy1)> and <(miny1) < (maxy2)>>>> + ())\n\ndefine [Ch] Check Current Chunk - pos: (xpos) (zpos)\nset [#currentchunkx v] to ([floor v] of (((xpos) - (#chunkStartX)) / (#chunkSize)) )\nset [#currentchunkz v] to ([floor v] of (((zpos) - (#chunkStartZ)) / (#chunkSize)) )\nif <<not <(item (((#currentChunkX) + ((#currentChunkZ) * (#chunkSizeX))) + (1)) of [#chunkdata v]) = (#currentChunkValue)>> and <not <(item (((#currentChunkX) + ((#currentChunkZ) * (#chunkSizeX))) + (1)) of [#chunkdata v]) = [0]>>> then\n    set [#currentchunkvalue v] to (item (((#currentChunkX) + ((#currentChunkZ) * (#chunkSizeX))) + (1)) of [#chunkdata v])\n    [Ch] Update Chunks\nend\n\ndefine [Ch] Chunk Init\nset [#currentchunkvalue v] to [-1]\n\ndefine [Ch] Update Chunks\ndelete all of [~getchunks v]\nset [~temp v] to []\nset [~ch v] to [0]\nadd (#currentChunkValue) to [~getchunks v]\nrepeat (length of (item (#currentChunkValue) of [#chunkconnections v]))\n    change [~ch v] by (1)\n    if <(letter (~ch) of (item (#currentChunkValue) of [#chunkconnections v])) = [;]> then\n        add (~temp) to [~getchunks v]\n        set [~temp v] to []\n    else\n        set [~temp v] to (join (~temp) (letter (~ch) of (item (#currentChunkValue) of [#chunkconnections v])))\n    end\nend\n[Ch] Set Active Chunks\n\ndefine [Ch] Get Chunk from Coordinate (x) (z)\nset [~newchunk v] to (item ((([floor v] of (((x) - (#chunkStartX)) / (#chunkSize)) ) + (([floor v] of (((z) - (#chunkStartZ)) / (#chunkSize)) ) * (#chunkSizeX))) + (1)) of [#chunkdata v])\n\ndefine [Ch] Set Active Chunks\n[E] Delete Class Data\ndelete all of [#chunkactive_gameobject v]\nset [~i v] to [0]\nrepeat (length of [@gameobjectchunk v])\n    change [~i v] by (1)\n    if <(item (~i) of [#gameobjectpointers v]) = [1]> then\n        [Ch] Check is chunk active (item (~i) of [@gameobjectchunk v])\n        if <(~chunkActive) = [1]> then\n            add (~i) to [#chunkactive_gameobject v]\n            [G] Add GameObjects into lists (~i) type (item (~i) of [^gd_type v])\n        end\n    end\nend\ndelete all of [#chunkactive_triangles v]\nset [~i v] to [0]\nrepeat ((length of [@trianglechunk v]) - (`NumberOfQuads))\n    change [~i v] by (1)\n    if <(item (~i) of [#trianglepointers v]) = [1]> then\n        [Ch] Check is chunk active (item (~i) of [@trianglechunk v])\n        if <(~chunkActive) = [1]> then\n            add (~i) to [#chunkactive_triangles v]\n            [Tr Q] Add Triangle or Quad into lists (~i) type (item (~i) of [^td_type v])\n        end\n    end\n    if <(item (~i) of [#triangleisquad v]) = [1]> then\n        change [~i v] by (1)\n    end\nend\ndelete all of [#chunkactive_sprites v]\nset [~i v] to [0]\nrepeat (length of [@spritechunk v])\n    change [~i v] by (1)\n    if <(item (~i) of [#spritepointers v]) = [1]> then\n        [Ch] Check is chunk active (item (~i) of [@spritechunk v])\n        if <(~chunkActive) = [1]> then\n            add (~i) to [#chunkactive_sprites v]\n            [S] Add Sprites into lists (~i) type (item (~i) of [^sd_type v])\n        end\n    end\nend\ndelete all of [#chunkactive_lines v]\nset [~i v] to [0]\nrepeat (length of [@line_chunk v])\n    change [~i v] by (1)\n    if <(item (~i) of [#lines3dpointers v]) = [1]> then\n        [Ch] Check is chunk active (item (~i) of [@line_chunk v])\n        if <(~chunkActive) = [1]> then\n            add (~i) to [#chunkactive_lines v]\n            [L] Add lines into lists (~i) type (item (~i) of [^ld_type v])\n        end\n    end\nend\ndelete all of [-chunkactive_aabb v]\nset [~i v] to [0]\nrepeat (length of [-aabb_chunk v])\n    change [~i v] by (1)\n    if <(item (~i) of [-aabb_pointers v]) = [1]> then\n        [Ch] Check is chunk active (item (~i) of [-aabb_chunk v])\n        if <(~chunkActive) = [1]> then\n            add (~i) to [-chunkactive_aabb v]\n            [A] Add AABB into lists (~i) Type (item (~i) of [^ad_type v])\n        end\n    end\nend\n\ndefine [Ch] Check is chunk active (chunk)\nset [~chunkactive v] to (<<(chunk) = [0]> or <[~getchunks v] contains (chunk)?>> + ())\n\ndefine [C] Precise Collision - Sphere to current Quad (x) (y) (z) radius (r)\n[C] Precise Triangle Collision Init (x) (y) (z)\nset [~dx v] to ((item (((~triAdd) + (`TriangleDataPerInst)) + (4)) of [#triangledata v]) - (~tempX))\nset [~dy v] to ((item (((~triAdd) + (`TriangleDataPerInst)) + (5)) of [#triangledata v]) - (~tempY))\nset [~dz v] to ((item (((~triAdd) + (`TriangleDataPerInst)) + (6)) of [#triangledata v]) - (~tempZ))\nset [~pabx v] to (((~ay) * (~bz)) - ((~az) * (~by)))\nset [~paby v] to (((~az) * (~bx)) - ((~ax) * (~bz)))\nset [~pabz v] to (((~ax) * (~by)) - ((~ay) * (~bx)))\nset [~pbcx v] to (((~by) * (~cz)) - ((~bz) * (~cy)))\nset [~pbcy v] to (((~bz) * (~cx)) - ((~bx) * (~cz)))\nset [~pbcz v] to (((~bx) * (~cy)) - ((~by) * (~cx)))\nset [~pcax v] to (((~cy) * (~dz)) - ((~cz) * (~dy)))\nset [~pcay v] to (((~cz) * (~dx)) - ((~cx) * (~dz)))\nset [~pcaz v] to (((~cx) * (~dy)) - ((~cy) * (~dx)))\nset [~pdax v] to (((~dy) * (~az)) - ((~dz) * (~ay)))\nset [~pday v] to (((~dz) * (~ax)) - ((~dx) * (~az)))\nset [~pdaz v] to (((~dx) * (~ay)) - ((~dy) * (~ax)))\nif <<<(((~PbcX) * (~PabX)) + (((~PbcY) * (~PabY)) + ((~PbcZ) * (~PabZ)))) > [0]> and <(((~PbcX) * (~PcaX)) + (((~PbcY) * (~PcaY)) + ((~PbcZ) * (~PcaZ)))) > [0]>> and <(((~PdaX) * (~PcaX)) + (((~PdaY) * (~PcaY)) + ((~PdaZ) * (~PcaZ)))) > [0]>> then\n    set [*colx v] to (~tempX)\n    set [*coly v] to (~tempY)\n    set [*colz v] to (~tempZ)\n    change [~tempx v] by (() - (x))\n    change [~tempy v] by (() - (y))\n    change [~tempz v] by (() - (z))\n    set [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\n    if <(~mag) < (r)> then\n        set [*collisionresult v] to [1]\n    end\n    stop [this script v]\nend\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nset [*colx v] to (*returnX)\nset [*coly v] to (*returnY)\nset [*colz v] to (*returnZ)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item (((~triAdd) + (`TriangleDataPerInst)) + (4)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (5)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (6)) of [#triangledata v])\n[C] Triangle - Closest Line (x) (y) (z)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\n[C] Triangle - Closest Line (x) (y) (z)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) | (item (((~triAdd) + (`TriangleDataPerInst)) + (4)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (5)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (6)) of [#triangledata v])\n[C] Triangle - Closest Line (x) (y) (z)\nif <(~mag) < (r)> then\n    set [*collisionresult v] to [1]\nend\n\ndefine [C] Sphere vs Quad (x) (y) (z) radius (r) quad ID (quadid)\nset [*collisionresult v] to [0]\nset [~triadd v] to (((quadid) - (1)) * (`TriangleDataPerInst))\nset [~coladd v] to (((quadid) - (1)) * (`TriangleCollPerInst))\nset [~dot v] to ((((x) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((y) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((z) * (item ((~triAdd) + (12)) of [#triangledata v])))) - (item ((~triAdd) + (13)) of [#triangledata v]))\nif <<((x) + (r)) > (item ((~colAdd) + (1)) of [#trianglecolldata v])> and <((x) - (r)) < (item ((~colAdd) + (2)) of [#trianglecolldata v])>> then\n    if <<((y) + (r)) > (item ((~colAdd) + (3)) of [#trianglecolldata v])> and <((y) - (r)) < (item ((~colAdd) + (4)) of [#trianglecolldata v])>> then\n        if <<((z) + (r)) > (item ((~colAdd) + (5)) of [#trianglecolldata v])> and <((z) - (r)) < (item ((~colAdd) + (6)) of [#trianglecolldata v])>> then\n            if <([abs v] of (~dot) ) < (r)> then\n                [C] Precise Collision - Sphere to current Quad (x) (y) (z) radius (r)\n            end\n        end\n    end\nend\n\ndefine [E] Engine Init\n[E] DeleteALL\n[Ch] Chunk Init\n\ndefine [T] Set Ver1 (x) (y) (z)\nset [~getx1 v] to (x)\nset [~gety1 v] to (y)\nset [~getz1 v] to (z)\n\ndefine [T] Get Color from RGBA (r) (g) (b) (a)\nset [*getcolor v] to (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\n\ndefine [C] Sphere vs Sphere (X,Y,Z,radius) s1 (x1) (y1) (z1) (r1) s2 (x2) (y2) (z2) (r2)\nset [~tempx v] to ((x1) - (x2))\nset [~tempy v] to ((y1) - (y2))\nset [~tempz v] to ((z1) - (z2))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nset [*collisionresult v] to (<not <(~mag) > ((r1) + (r2))>> + ())\n\ndefine [L] Remove Line 3D (id)\nreplace item (id) of [#lines3dpointers v] with [0]\nreplace item (id) of [@lineactive v] with [0]\n\ndefine [Ch] Load Chunks data (data)\nset [#currentchunkvalue v] to [-1]\nset [~tempx v] to [0]\nset [~tempy v] to [0]\nset [~tempz v] to [0]\nset [~temp v] to []\ndelete all of [~loadtemp v]\ndelete all of [#chunkconnections v]\ndelete all of [#chunkdata v]\nrepeat until <((~tempZ) + (1)) > (length of (data))>\n    change [~tempz v] by (1)\n    if <(~tempX) < [5]> then\n        if <(letter (~tempZ) of (data)) = [;]> then\n            change [~tempx v] by (1)\n            add (~temp) to [~loadtemp v]\n            set [~temp v] to []\n            if <(~tempX) = [5]> then\n                set [#chunkstartx v] to (item (1) of [~loadtemp v])\n                set [#chunkstartz v] to (item (2) of [~loadtemp v])\n                set [#chunksize v] to (item (3) of [~loadtemp v])\n                set [#chunksizex v] to (item (4) of [~loadtemp v])\n                set [#chunksizez v] to (item (5) of [~loadtemp v])\n            end\n        else\n            set [~temp v] to (join (~temp) (letter (~tempZ) of (data)))\n        end\n    else\n        if <(~tempY) < ((#chunkSizeX) * (#chunkSizeZ))> then\n            change [~tempy v] by (1)\n            add ((join (letter (~tempZ) of (data)) (letter ((~tempZ) + (1)) of (data))) + ()) to [#chunkdata v]\n            change [~tempz v] by (1)\n        else\n            if <(letter (~tempZ) of (data)) = [|]> then\n                add (~temp) to [#chunkconnections v]\n                set [~temp v] to []\n            else\n                set [~temp v] to (join (~temp) (letter (~tempZ) of (data)))\n            end\n        end\n    end\nend\n\nwhen I receive [myinit v]\n[E] My Init\n\ndefine [E] Delete Load Points Data\ndelete all of [^load_d v]\ndelete all of [^load_d_objecttype v]\ndelete all of [^load_d_type v]\ndelete all of [@loadpointx v]\ndelete all of [@loadpointy v]\ndelete all of [@loadpointz v]\n\ndefine [Load] Get Point Loading (data)\nset [~load_iter3 v] to [1]\nset [*load_getpoint v] to []\nrepeat (length of (data))\n    change [~load_iter3 v] by (1)\n    set [*load_getpoint v] to (join (*load_getPoint) (letter (~load_Iter3) of (data)))\nend\n\ndefine [C] Sphere vs Line3D - sphere (x) (y) (z) radius (sphereradius) Line p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) radius (lineradius)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~mag) < ((sphereradius) + (lineradius))> then\n    set [*collisionresult v] to [1]\n    set [*colx v] to (*returnX)\n    set [*coly v] to (*returnY)\n    set [*colz v] to (*returnZ)\nelse\n    set [*collisionresult v] to [0]\nend\n\ndefine [Tr Q] Add Triangle or Quad into lists (id) type (type)\nif <(type) = [0]> then\n    add (id) to [-collidabletriquad v]\n    stop [this script v]\nend\nif <(type) = [m]> then\n    add (id) to [-collidabletriquad v]\n    add (id) to [-movingplatforms v]\n    stop [this script v]\nend\nif <(type) = [s]> then\n    add (id) to [-collidabletriquad v]\n    add (id) to [-slipperyplatforms v]\n    stop [this script v]\nend\nif <(type) = [f]> then\n    add (id) to [-collidabletriquad v]\n    add (id) to [-fallingplatforms v]\n    stop [this script v]\nend\nif <(type) = [r]> then\n    add (id) to [-collidabletriquad v]\n    add (id) to [-rotatingplatforms v]\n    stop [this script v]\nend\nif <(type) = [b]> then\n    add (id) to [-collidabletriquad v]\n    stop [this script v]\nend\nif <(type) = [c]> then\n    add (id) to [-collidabletriquad v]\n    add (id) to [-circlingplatforms v]\n    stop [this script v]\nend\nif <(type) = [sign]> then\n    add (id) to [-collidabletriquad v]\n    add (id) to [-signs v]\n    stop [this script v]\nend\nif <(type) = [ba]> then\n    add (id) to [-collidabletriquad v]\n    add (id) to [-balanceplatforms v]\n    stop [this script v]\nend\nif <(type) = [mtf]> then\n    add (id) to [-collidabletriquad v]\n    stop [this script v]\nend\nif <(type) = [inv]> then\n    add (id) to [-collidabletriquad v]\n    stop [this script v]\nend\nif <(type) = [boss1]> then\n    add (id) to [-boss1fence v]\n    stop [this script v]\nend\nif <(type) = [boss3]> then\n    add (id) to [-boss3platforms v]\n    add (id) to [-collidabletriquad v]\n    stop [this script v]\nend\nif <(type) = [la]> then\n    add (id) to [-lava v]\n    add (id) to [-collidabletriquad v]\n    stop [this script v]\nend\n\ndefine [E] Delete Class Data\ndelete all of [-collidablelines v]\ndelete all of [-collidabletriquad v]\ndelete all of [-coins v]\ndelete all of [-movingplatforms v]\ndelete all of [-fallingplatforms v]\ndelete all of [-rotatingplatforms v]\ndelete all of [-enemybasic v]\ndelete all of [-circlingplatforms v]\ndelete all of [-collideableaabb v]\ndelete all of [-bigcoins v]\ndelete all of [-checkpoints v]\ndelete all of [-finalcoins v]\ndelete all of [-signs v]\ndelete all of [-balanceplatforms v]\ndelete all of [-buttons v]\ndelete all of [-boss1fence v]\ndelete all of [-slipperyplatforms v]\ndelete all of [-enemysnow v]\ndelete all of [-axes v]\ndelete all of [-boostingcircles v]\ndelete all of [-ropes v]\ndelete all of [-enemyjump v]\ndelete all of [-boss3platforms v]\ndelete all of [-lava v]\n\ndefine [Load] Points Setting\nset [*load_iter v] to [0]\nrepeat (length of [^load_d_type v])\n    change [*load_iter v] by (1)\n    if <(item (*load_iter) of [^load_d_objecttype v]) < [2]> then\n        if <(item (*load_iter) of [^load_d_objecttype v]) = [0]> then\n            [Load] Setting - Other : Type (item (*load_iter) of [^load_d_type v]) position (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v])\n        else\n            [Load] Setting - GameObject : Type (item (*load_iter) of [^load_d_type v]) position: (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v])\n        end\n    else\n        if <(item (*load_iter) of [^load_d_objecttype v]) = [2]> then\n            [Load] Setting - Sprites : Type (item (*load_iter) of [^load_d_type v]) position (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v])\n        else\n            [Load] Setting - Text3D : Type (item (*load_iter) of [^load_d_type v]) position (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v])\n        end\n    end\nend\n\ndefine [Load] Setting - GameObject : Type (type) position: (x) (y) (z)\nif <(type) = [p]> then\n    [G] Add GameObject - mesh ID (&PlayerIdle) material ID (&matPlayer) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [0]\n    set [-playergameobjectid v] to (*newID)\n    replace item ((((*newID) - (1)) * (3)) + (2)) of [@gameobjectdrawoffset v] with [100]\n    [G] Set Style - ID (*newID) color [3] brightness [5]\n    set [-startx v] to (x)\n    set [-starty v] to (y)\n    set [-startz v] to (z)\n    [S] Add Sprite3D - costume name [shadow] at (x) (y) (z) size [100] chunkID [-1 auto] [0]\n    set [-shadowspriteid v] to (*newID)\n    stop [this script v]\nend\nif <(type) = [e]> then\n    !Add Final Coin at (x) (y) (z) hidden <>\n    stop [this script v]\nend\nif <(type) = [button]> then\n    set [!getdataid2 v] to (((*load_iter) - (1)) * (^Load_D_Size))\n    set [!getid v] to (item ((!getDataID2) + (1)) of [^load_d v])\n    repeat ((!getID) - (length of [-triggerstate v]))\n        add [] to [-triggerstate v]\n        repeat (9)\n            add [] to [-triggerdata v]\n        end\n    end\n    replace item (!getID) of [-triggerstate v] with [0]\n    [Load] Get Point Loading (item ((!getDataID2) + (2)) of [^load_d v])\n    set [!getdataid v] to (((!getID) - (1)) * (9))\n    replace item ((!getDataID) + (1)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointx v])\n    replace item ((!getDataID) + (2)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointy v])\n    replace item ((!getDataID) + (3)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointz v])\n    [Load] Get Point Loading (item ((!getDataID2) + (3)) of [^load_d v])\n    replace item ((!getDataID) + (4)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointx v])\n    replace item ((!getDataID) + (5)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointy v])\n    replace item ((!getDataID) + (6)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointz v])\n    [Load] Get Point Loading (item ((!getDataID2) + (4)) of [^load_d v])\n    replace item ((!getDataID) + (7)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointx v])\n    replace item ((!getDataID) + (8)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointy v])\n    replace item ((!getDataID) + (9)) of [-triggerdata v] with (item (*load_getPoint) of [@loadpointz v])\n    [G] Add GameObject - mesh ID (&Button) material ID (&ButtonMat) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    set [!templocal v] to (*newID)\n    replace item ((((*newID) - (1)) * (^GD_Size)) + (1)) of [^gd v] with (y)\n    [G] Add GameObject - mesh ID ((&Button) + (1)) material ID ((&ButtonMat) + (1)) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    [A] Add AABB p1 ((x) + (-20)) (y) ((z) + (-20)) p2 ((x) + (20)) ((y) + (40)) ((z) + (20)) chunk [-1 auto] [-1]\n    replace item (*newID) of [^ad_type v] with (type)\n    set [!getdataid v] to (((*newID) - (1)) * (^AD_Size))\n    replace item ((!getDataID) + (1)) of [^ad v] with (!getID)\n    replace item ((!getDataID) + (2)) of [^ad v] with (!tempLocal)\n    replace item ((!getDataID) + (3)) of [^ad v] with [0]\nend\nif <(type) = [boss1]> then\n    [G] Add GameObject - mesh ID (&Boss_1_Idle) material ID (&Boss_1_mat) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    set [-bossid v] to (*newID)\n    set [-bosstype v] to [1]\n    [G] Set Style - ID (*newID) color [1] brightness [-2]\n    replace item (*newID) of [^gd_type v] with (type)\n    replace item ((((*newID) - (1)) * (3)) + (2)) of [@gameobjectdrawoffset v] with [200]\n    set [!getdataid v] to (((*newID) - (1)) * (^GD_Size))\n    replace item ((!getDataID) + (1)) of [^gd v] with (x)\n    replace item ((!getDataID) + (2)) of [^gd v] with (y)\n    replace item ((!getDataID) + (3)) of [^gd v] with (z)\n    stop [this script v]\nend\nif <(type) = [bc]> then\n    [G] Add GameObject - mesh ID (&BoostCircle) material ID (&BoostCircleMat) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    [G] Set Style - ID (*newID) color [1] brightness [-2]\n    replace item (*newID) of [^gd_type v] with (type)\n    replace item (*newID) of [@gameobjectbackfaceculling v] with [0]\n    replace item ((((*newID) - (1)) * (3)) + (2)) of [@gameobjectdrawoffset v] with [200]\n    [Load] Get Point Loading (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (1)) of [^load_d v])\n    !NV1 ((item (*load_getPoint) of [@loadpointx v]) - (x)) ((item (*load_getPoint) of [@loadpointy v]) - (y)) ((item (*load_getPoint) of [@loadpointz v]) - (z))\n    set [!getdataid v] to (((*newID) - (1)) * (^GD_Size))\n    replace item ((!getDataID) + (1)) of [^gd v] with (!getX)\n    replace item ((!getDataID) + (2)) of [^gd v] with (!getY)\n    replace item ((!getDataID) + (3)) of [^gd v] with (!getZ)\n    replace item ((!getDataID) + (4)) of [^gd v] with [0]\n    replace item ((!getDataID) + (5)) of [^gd v] with [0]\n    [T] Get Quaternion Look At v1: [0] [0] [0] v2: (!getX) ((!getY) / (!mag)) ((!getZ) / (!mag))\n    [T] Get Euler Angles From Quaternion (!quatX) (!quatY) (!quatZ) (!quatW)\n    [G] Set Rotation of (*newID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n    stop [this script v]\nend\nif <(type) = [boss2]> then\n    [G] Add GameObject - mesh ID (&Boss_2_Idle) material ID (&Boss_2_Mat) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    set [-bossid v] to (*newID)\n    set [-bosstype v] to [2]\n    [G] Set Style - ID (*newID) color [1] brightness [-2]\n    replace item (*newID) of [@gameobjectbackfaceculling v] with [0]\n    replace item (*newID) of [^gd_type v] with (type)\n    replace item ((((*newID) - (1)) * (3)) + (2)) of [@gameobjectdrawoffset v] with [100]\n    set [!getdataid v] to (((*newID) - (1)) * (^GD_Size))\n    replace item ((!getDataID) + (1)) of [^gd v] with (x)\n    replace item ((!getDataID) + (2)) of [^gd v] with (y)\n    replace item ((!getDataID) + (3)) of [^gd v] with (z)\n    [G] Add GameObject - mesh ID (&Boss_2_HandPush) material ID (&Boss_2_HandPushMat) position ((x) + (200)) ((y) + (150)) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    replace item ((!getDataID) + (4)) of [^gd v] with (*newID)\n    replace item (*newID) of [@gameobjectbackfaceculling v] with [0]\n    replace item ((((*newID) - (1)) * (3)) + (2)) of [@gameobjectdrawoffset v] with [50]\n    [G] Add GameObject - mesh ID (&Boss_2_HandShoot) material ID (&Boss_2_HandShootMat) position ((x) + (-200)) ((y) + (150)) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    replace item ((((*newID) - (1)) * (3)) + (2)) of [@gameobjectdrawoffset v] with [50]\n    replace item ((!getDataID) + (5)) of [^gd v] with (*newID)\n    [S] Add Sprite3D - costume name [snowball] at [0] [0] [0] size [0] chunkID [-1 auto] [0]\n    replace item (*newID) of [@sprite3d_active v] with [0]\n    replace item ((!getDataID) + (6)) of [^gd v] with (*newID)\n    [S] Add Sprite3D - costume name [shadow2] at [0] [0] [0] size [0] chunkID [-1 auto] [0]\n    replace item (*newID) of [@sprite3d_active v] with [0]\n    replace item ((!getDataID) + (7)) of [^gd v] with (*newID)\n    set [-bosshealth v] to [3]\n    set [-bossmaxhealth v] to [3]\n    set [-bossvisualhealth v] to [3]\n    stop [this script v]\nend\nif <(type) = [boss3]> then\n    [G] Add GameObject - mesh ID (&Boss_3_Idle) material ID (&Boss_3_Material) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    set [-bossid v] to (*newID)\n    set [-bosstype v] to [3]\n    set [!getdataid v] to (((*newID) - (1)) * (^GD_Size))\n    replace item ((!getDataID) + (5)) of [^gd v] with (x)\n    replace item ((!getDataID) + (6)) of [^gd v] with (y)\n    replace item ((!getDataID) + (7)) of [^gd v] with (z)\n    [L] Add Line 3D p1: (x) (y) (z) p2: (x) (y) (z) color [200] [50] [50] [255] size [50] chunkID [-1 auto] [-1]\n    replace item ((!getDataID) + (4)) of [^gd v] with (*newID)\n    replace item (*newID) of [@lineactive v] with [0]\n    replace item (*newID) of [^ld_type v] with [d]\n    set [!bossvar2 v] to [0]\nend\n\ndefine [Load] Setting - Other : Type (type) position (x) (y) (z)\nif <(type) = [cp]> then\n    if <(-TimeTrialLevel) = [0]> then\n        set [!getdataid v] to (((*load_iter) - (1)) * (^Load_D_Size))\n        [Load] Get Point Loading (item ((!getDataID) + (1)) of [^load_d v])\n        set [~t v] to (*load_getPoint)\n        [Load] Get Point Loading (item ((!getDataID) + (2)) of [^load_d v])\n        [A] Add AABB p1 (item (~T) of [@loadpointx v]) (item (~T) of [@loadpointy v]) (item (~T) of [@loadpointz v]) p2 (item (*load_getPoint) of [@loadpointx v]) (item (*load_getPoint) of [@loadpointy v]) (item (*load_getPoint) of [@loadpointz v]) chunk [-1 auto] [-1]\n        set [!aabbid v] to (*newID)\n        replace item (!aabbID) of [^ad_type v] with [cp]\n        [T] Rotate Vertex ((x) + (100)) ((y) + (75)) (z) around (x) ((y) + (75)) (z) for angles [0] ((-90) - (item ((!getDataID) + (3)) of [^load_d v])) [0]\n        [Tr] Add Triangle p1: (x) ((y) + (50)) (z) p2: (x) ((y) + (100)) (z) p3: (~GetX1) (~GetY1) (~GetZ1) Color [200] [50] [0] [255] Is part of quad: [0] style - color: [2] brightness [4] triangleChunk[-1 auto] [-1]\n        replace item (*newID) of [^td_type v] with [d]\n        set [!getdataid2 v] to (((!aabbID) - (1)) * (^AD_Size))\n        replace item ((!getDataID2) + (1)) of [^ad v] with (*newID)\n        [L] Add Line 3D p1: (x) (y) (z) p2: (x) ((y) + (250)) (z) color [0] [0] [0] [255] size [20] chunkID [-1 auto] [-1]\n        replace item ((!getDataID2) + (2)) of [^ad v] with (x)\n        replace item ((!getDataID2) + (3)) of [^ad v] with (y)\n        replace item ((!getDataID2) + (4)) of [^ad v] with (z)\n        replace item ((!getDataID2) + (5)) of [^ad v] with (item ((!getDataID) + (3)) of [^load_d v])\n    end\n    stop [this script v]\nend\nif <(type) = [tree]> then\n    set [!getdataid v] to (((*load_iter) - (1)) * (^Load_D_Size))\n    set [!getdataid2 v] to (item ((!getDataID) + (1)) of [^load_d v])\n    set [!_iter v] to [0]\n    repeat (!getDataID2)\n        !Add tree part at (x) ((y) + ((!_iter) * (100))) (z) size [30] height [100]\n        change [!_iter v] by (1)\n    end\n    set [!_iter v] to [0]\n    repeat (5)\n        change [!_iter v] by (1)\n        [T] Rotate Vertex [100] [-20] [30] around [0] [0] [0] for angles [0] ((!_iter) * ((360) / (5))) [0]\n        set [~ax v] to (~GetX1)\n        set [~ay v] to (~GetY1)\n        set [~az v] to (~GetZ1)\n        [T] Rotate Vertex [100] [-20] [-30] around [0] [0] [0] for angles [0] ((!_iter) * ((360) / (5))) [0]\n        set [~bx v] to (~GetX1)\n        set [~by v] to (~GetY1)\n        set [~bz v] to (~GetZ1)\n        [Tr] Add Triangle p1: ((x) + (~ax)) (((y) + ((!getDataID2) * (100))) + (~ay)) ((z) + (~az)) p2: ((x) + (~bx)) (((y) + ((!getDataID2) * (100))) + (~by)) ((z) + (~bz)) p3: (x) ((y) + ((!getDataID2) * (100))) (z) Color [20] [50] [20] [255] Is part of quad: [0] style - color: [2] brightness [4] triangleChunk[-1 auto] [-1]\n        replace item (*newID) of [^td_type v] with [d]\n    end\n    if <not <(!getDataID2) = [0]>> then\n        [A] Add AABB p1 ((x) - (8)) (y) ((z) - (8)) p2 ((x) + (8)) ((y) + ((!getDataID2) * (90))) ((z) + (8)) chunk [-1 auto] [-1]\n    end\n    [A] Add AABB p1 ((x) - (100)) (((y) + ((!getDataID2) * (100))) - (40)) ((z) - (100)) p2 ((x) + (100)) (((y) + ((!getDataID2) * (100))) + (-10)) ((z) + (100)) chunk [-1 auto] [-1]\n    stop [this script v]\nend\nif <(type) = [sign]> then\n    set [!getdataid v] to (((*load_iter) - (1)) * (^Load_D_Size))\n    set [!getangle v] to ((item ((!getDataID) + (2)) of [^load_d v]) - (90))\n    set [!templocal v] to [50]\n    [Q] Add Quad p1 ((x) + (([cos v] of (!getAngle) ) * (!tempLocal))) ((y) + (50)) ((z) + (([sin v] of (!getAngle) ) * (!tempLocal))) p2 ((x) + (([cos v] of (!getAngle) ) * (!tempLocal))) ((y) + (100)) ((z) + (([sin v] of (!getAngle) ) * (!tempLocal))) p3 ((x) + (([cos v] of ((!getAngle) + (180)) ) * (!tempLocal))) ((y) + (100)) ((z) + (([sin v] of ((!getAngle) + (180)) ) * (!tempLocal))) p4 ((x) + (([cos v] of ((!getAngle) + (180)) ) * (!tempLocal))) ((y) + (50)) ((z) + (([sin v] of ((!getAngle) + (180)) ) * (!tempLocal))) color [120] [60] [45] [255] style - color [2] brightness [-1] chunk [-1 auto] [-1]\n    replace item (*newID) of [^td_type v] with [sign]\n    set [!getdataid2 v] to (((*newID) - (1)) * (^TD_Size))\n    replace item ((!getDataID2) + (1)) of [^td v] with (x)\n    replace item ((!getDataID2) + (2)) of [^td v] with (y)\n    replace item ((!getDataID2) + (3)) of [^td v] with (z)\n    if <(-TimeTrialLevel) = [0]> then\n        replace item ((!getDataID2) + (4)) of [^td v] with (item ((!getDataID) + (1)) of [^load_d v])\n    else\n        replace item ((!getDataID2) + (4)) of [^td v] with (join [-] (item ((!getDataID) + (1)) of [^load_d v]))\n    end\n    replace item ((!getDataID2) + (5)) of [^td v] with (item ((!getDataID) + (3)) of [^load_d v])\n    [L] Add Line 3D p1: (x) ((y) + (0)) (z) p2: (x) ((y) + (50)) (z) color [200] [60] [45] [255] size [10] chunkID [-1 auto] [-1]\n    replace item (*newID) of [^ld_type v] with [d]\n    stop [this script v]\nend\nif <(type) = [boss3]> then\n    [Q] Add Quad p1 ((x) + (-300)) (y) ((z) + (-300)) p2 ((x) + (300)) (y) ((z) + (-300)) p3 ((x) + (300)) (y) ((z) + (300)) p4 ((x) + (-300)) (y) ((z) + (300)) color [88] [150] [66] [255] style - color [-1] brightness [-4] chunk [-1 auto] [-1]\n    replace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (15)) of [#triangledata v] with ((y) - (300))\n    set [!getdataid v] to (((*newID) - (1)) * (^TD_Size))\n    replace item ((!getDataID) + (1)) of [^td v] with (x)\n    replace item ((!getDataID) + (2)) of [^td v] with (y)\n    replace item ((!getDataID) + (3)) of [^td v] with (z)\n    replace item ((!getDataID) + (4)) of [^td v] with [1]\n    replace item (*newID) of [^td_type v] with [boss3]\n    [Tr] Add Triangle p1: ((x) + (-300)) (y) ((z) + (-300)) p2: ((x) + (-300)) (y) ((z) + (300)) p3: (x) ((y) - (1000)) (z) Color [50] [40] [15] [255] Is part of quad: [0] style - color: [2] brightness [-4] triangleChunk[-1 auto] [-1]\n    replace item ((!getDataID) + (5)) of [^td v] with (*newID)\n    replace item (*newID) of [^td_type v] with [d]\n    [Tr] Add Triangle p1: ((x) + (-300)) (y) ((z) + (300)) p2: ((x) + (300)) (y) ((z) + (300)) p3: (x) ((y) - (1000)) (z) Color [50] [40] [15] [255] Is part of quad: [0] style - color: [2] brightness [-4] triangleChunk[-1 auto] [-1]\n    replace item ((!getDataID) + (6)) of [^td v] with (*newID)\n    replace item (*newID) of [^td_type v] with [d]\n    [Tr] Add Triangle p1: ((x) + (300)) (y) ((z) + (300)) p2: ((x) + (300)) (y) ((z) + (-300)) p3: (x) ((y) - (1000)) (z) Color [50] [40] [15] [255] Is part of quad: [0] style - color: [2] brightness [-4] triangleChunk[-1 auto] [-1]\n    replace item ((!getDataID) + (7)) of [^td v] with (*newID)\n    replace item (*newID) of [^td_type v] with [d]\n    [Tr] Add Triangle p1: ((x) + (300)) (y) ((z) + (-300)) p2: ((x) + (-300)) (y) ((z) + (-300)) p3: (x) ((y) - (1000)) (z) Color [50] [40] [15] [255] Is part of quad: [0] style - color: [2] brightness [-4] triangleChunk[-1 auto] [-1]\n    replace item ((!getDataID) + (8)) of [^td v] with (*newID)\n    replace item (*newID) of [^td_type v] with [d]\n    stop [this script v]\nend\n\ndefine [Load] Setting - Sprites : Type (type) position (x) (y) (z)\nif <(type) = [d]> then\n    [S] Add Sprite3D - costume name (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (1)) of [^load_d v]) at (x) (y) (z) size (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (2)) of [^load_d v]) chunkID [-1 auto] [-1]\n    replace item (*newID) of [^sd_type v] with (type)\n    stop [this script v]\nend\nif <(type) = [eB]> then\n    [S] Add Sprite3D - costume name [enemyBasic] at (x) ((y) + (30)) (z) size [100] chunkID [-1 auto] [-1]\n    set [!getdataid v] to (((*newID) - (1)) * (^SD_Size))\n    replace item (*newID) of [^sd_type v] with (type)\n    [Load] Sprite Load Data (*newID) number of data [2] starting from [5]\n    replace item ((!getDataID) + (1)) of [^sd v] with [-1]\n    replace item ((!getDataID) + (2)) of [^sd v] with (x)\n    replace item ((!getDataID) + (3)) of [^sd v] with ((y) + (30))\n    replace item ((!getDataID) + (4)) of [^sd v] with (z)\n    stop [this script v]\nend\nif <(type) = [c]> then\n    [S] Add Sprite3D - costume name [c0] at (x) (y) (z) size [20] chunkID [-1 auto] [-1]\n    set [!getdataid v] to (((*newID) - (1)) * (^SD_Size))\n    replace item (*newID) of [^sd_type v] with (type)\n    replace item ((!getDataID) + (1)) of [^sd v] with [-1]\n    replace item ((!getDataID) + (2)) of [^sd v] with (y)\n    change [-maxcoins v] by (1)\n    stop [this script v]\nend\nif <(type) = [bc]> then\n    [S] Add Sprite3D - costume name [bc0] at (x) (y) (z) size [30] chunkID [-1 auto] [-1]\n    set [!getdataid v] to (((*newID) - (1)) * (^SD_Size))\n    replace item (*newID) of [^sd_type v] with (type)\n    replace item ((!getDataID) + (1)) of [^sd v] with [-1]\n    replace item ((!getDataID) + (2)) of [^sd v] with (y)\n    change [-maxcoins v] by (5)\n    stop [this script v]\nend\nif <(type) = [eS]> then\n    [S] Add Sprite3D - costume name [enemySnow] at (x) ((y) + (45)) (z) size [150] chunkID [-1 auto] [-1]\n    set [!getdataid v] to (((*newID) - (1)) * (^SD_Size))\n    replace item (*newID) of [^sd_type v] with (type)\n    [Load] Sprite Load Data (*newID) number of data [2] starting from [5]\n    replace item ((!getDataID) + (1)) of [^sd v] with [-1]\n    replace item ((!getDataID) + (2)) of [^sd v] with (x)\n    replace item ((!getDataID) + (3)) of [^sd v] with ((y) + (45))\n    replace item ((!getDataID) + (4)) of [^sd v] with (z)\n    replace item ((!getDataID) + (7)) of [^sd v] with [0]\n    [S] Add Sprite3D - costume name [snowball] at (x) ((y) + (90)) (z) size [0] chunkID [-1 auto] [-1]\n    replace item ((!getDataID) + (8)) of [^sd v] with (*newID)\n    replace item (*newID) of [@sprite3d_active v] with [0]\n    stop [this script v]\nend\nif <(type) = [eJ]> then\n    [S] Add Sprite3D - costume name [enemyJump] at (x) ((y) + (55)) (z) size [180] chunkID [-1 auto] [-1]\n    set [!getdataid v] to (((*newID) - (1)) * (^SD_Size))\n    replace item (*newID) of [^sd_type v] with (type)\n    [Load] Sprite Load Data (*newID) number of data [2] starting from [5]\n    replace item ((!getDataID) + (1)) of [^sd v] with [-1]\n    replace item ((!getDataID) + (2)) of [^sd v] with (x)\n    replace item ((!getDataID) + (3)) of [^sd v] with ((y) + (55))\n    replace item ((!getDataID) + (4)) of [^sd v] with (z)\n    replace item ((!getDataID) + (7)) of [^sd v] with [0]\n    replace item ((!getDataID) + (8)) of [^sd v] with [0]\n    replace item ((!getDataID) + (9)) of [^sd v] with [0]\n    replace item ((!getDataID) + (10)) of [^sd v] with [0]\n    replace item ((!getDataID) + (11)) of [^sd v] with [0]\n    [Tr] Add Triangle p1: (x) (y) ((z) + (1)) p2: ((x) + (1)) (y) ((z) + (1)) p3: ((x) + (1)) (y) ((z) + (-1)) Color [0] [50] [0] [100] Is part of quad: [0] style - color: [4] brightness [4] triangleChunk[-1 auto] [-1]\n    replace item ((!getDataID) + (12)) of [^sd v] with (*newID)\n    replace item (*newID) of [@triangle_active v] with [1]\n    replace item (*newID) of [^td_type v] with [d]\n    set [!getdataid v] to (((*newID) - (1)) * (^TD_Size))\n    change [!getdataid v] by (1)\n    replace item (!getDataID) of [^td v] with (*newID)\n    repeat (6)\n        change [!getdataid v] by (1)\n        [Tr] Add Triangle p1: (x) (y) ((z) + (1)) p2: ((x) + (1)) (y) ((z) + (1)) p3: ((x) + (1)) (y) ((z) + (-1)) Color [0] [50] [0] [100] Is part of quad: [0] style - color: [4] brightness [4] triangleChunk[-1 auto] [-1]\n        replace item (*newID) of [@triangle_active v] with [1]\n        replace item (*newID) of [^td_type v] with [d]\n        replace item (!getDataID) of [^td v] with (*newID)\n    end\n    stop [this script v]\nend\n\ndefine [G] Add GameObjects into lists (id) type (type)\nif <(type) = [e]> then\n    add (id) to [-finalcoins v]\n    stop [this script v]\nend\nif <(type) = [bc]> then\n    add (id) to [-boostingcircles v]\n    stop [this script v]\nend\n\ndefine [S] Add Sprites into lists (id) type (type)\nif <(type) = [eB]> then\n    add (id) to [-enemybasic v]\n    stop [this script v]\nend\nif <(type) = [c]> then\n    add (id) to [-coins v]\n    stop [this script v]\nend\nif <(type) = [bc]> then\n    add (id) to [-bigcoins v]\n    stop [this script v]\nend\nif <(type) = [eS]> then\n    add (id) to [-enemysnow v]\n    stop [this script v]\nend\nif <(type) = [eJ]> then\n    add (id) to [-enemyjump v]\n    stop [this script v]\nend\n\ndefine [L] Add lines into lists (id) type (type)\nif <(type) = [0]> then\n    add (id) to [-collidablelines v]\n    stop [this script v]\nend\nif <(type) = [axe]> then\n    add (id) to [-axes v]\n    stop [this script v]\nend\nif <(type) = [r]> then\n    add (id) to [-ropes v]\n    stop [this script v]\nend\n\ndefine [C] Sphere vs ALL Lines (x) (y) (z) radius (r)\nset [*col_iter v] to [0]\nset [*finalcollision v] to [0]\nrepeat until <<(*col_iter) = (length of [-collidablelines v])> or <(*finalCollision) = [1]>>\n    change [*col_iter v] by (1)\n    set [~getid_e v] to (item (*col_iter) of [-collidablelines v])\n    if <(item (~getID_E) of [@lineactive v]) = [1]> then\n        [C] Sphere vs Line3D - sphere (x) (y) (z) radius (r) Line p1: (item (~getID_E) of [@linesx1 v]) (item (~getID_E) of [@linesy1 v]) (item (~getID_E) of [@linesz1 v]) p2: (item (~getID_E) of [@linesx2 v]) (item (~getID_E) of [@linesy2 v]) (item (~getID_E) of [@linesz2 v]) radius ((item (~getID_E) of [@linesize v]) / (2))\n        set [*finalcollision v] to (*collisionResult)\n    end\nend\n\ndefine [Load] GameObject Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n    change [~loaddataelemiter v] by (1)\n    if <(letter (1) of (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])) = [`]> then\n        [Load] Get Point Loading (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n        replace item ((((id) - (1)) * (^GD_Size)) + ((~loadDataIter) + (1))) of [^gd v] with (item (*load_getPoint) of [@loadpointx v])\n        replace item ((((id) - (1)) * (^GD_Size)) + ((~loadDataIter) + (2))) of [^gd v] with (item (*load_getPoint) of [@loadpointy v])\n        replace item ((((id) - (1)) * (^GD_Size)) + ((~loadDataIter) + (3))) of [^gd v] with (item (*load_getPoint) of [@loadpointz v])\n        change [~loaddataiter v] by (3)\n    else\n        change [~loaddataiter v] by (1)\n        replace item ((((id) - (1)) * (^GD_Size)) + (~loadDataIter)) of [^gd v] with (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n    end\nend\n\ndefine [Load] Sprite Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n    change [~loaddataelemiter v] by (1)\n    if <(letter (1) of (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])) = [`]> then\n        [Load] Get Point Loading (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n        replace item ((((id) - (1)) * (^SD_Size)) + ((~loadDataIter) + (1))) of [^sd v] with (item (*load_getPoint) of [@loadpointx v])\n        replace item ((((id) - (1)) * (^SD_Size)) + ((~loadDataIter) + (2))) of [^sd v] with (item (*load_getPoint) of [@loadpointy v])\n        replace item ((((id) - (1)) * (^SD_Size)) + ((~loadDataIter) + (3))) of [^sd v] with (item (*load_getPoint) of [@loadpointz v])\n        change [~loaddataiter v] by (3)\n    else\n        change [~loaddataiter v] by (1)\n        replace item ((((id) - (1)) * (^SD_Size)) + (~loadDataIter)) of [^sd v] with (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n    end\nend\n\ndefine [Load] Setting - Triangle : Type (type) new ID (newid)\nif <(type) = [2]> then\n    replace item (newid) of [^td_type v] with [0]\n    replace item (newid) of [@triangletransparentdist v] with (item (1) of [*load_list v])\n    stop [this script v]\nend\nif <(type) = [d2]> then\n    replace item (newid) of [^td_type v] with [d]\n    replace item (newid) of [@triangletransparentdist v] with (item (1) of [*load_list v])\n    stop [this script v]\nend\nif <(type) = [m]> then\n    [Load] Triangle Load Data (newid) number of data [4] starting from [1]\n    stop [this script v]\nend\nif <(type) = [m2]> then\n    [Load] Triangle Load Data (newid) number of data [4] starting from [1]\n    replace item (newid) of [^td_type v] with [m]\n    replace item (newid) of [@triangletransparentdist v] with [525]\n    stop [this script v]\nend\nif <(type) = [f]> then\n    set [!getdataid v] to (((newid) - (1)) * (^TD_Size))\n    replace item ((!getDataID) + (1)) of [^td v] with [0]\n    replace item ((!getDataID) + (2)) of [^td v] with [0]\n    [Load] Triangle Load Data (newid) number of data [1] starting from [3]\n    if <not <(item ((!getDataID) + (3)) of [^td v]) = [-1]>> then\n        replace item ((!getDataID) + (3)) of [^td v] with [0]\n    end\n    stop [this script v]\nend\nif <(type) = [r]> then\n    [Load] Triangle Load Data (newid) number of data [1] starting from [1]\n    set [!getdataid v] to (((newid) - (1)) * (^TD_Size))\n    [Tr Q] Set Rotating Pivot of Triangle or Quad (newid) pos (item ((!getDataID) + (1)) of [^td v]) (item ((!getDataID) + (2)) of [^td v]) (item ((!getDataID) + (3)) of [^td v])\n    replace item ((!getDataID) + (1)) of [^td v] with (item (2) of [*load_list v])\n    replace item ((!getDataID) + (2)) of [^td v] with (item (3) of [*load_list v])\n    replace item ((!getDataID) + (3)) of [^td v] with (item (4) of [*load_list v])\n    replace item ((!getDataID) + (4)) of [^td v] with (item (5) of [*load_list v])\n    replace item ((!getDataID) + (5)) of [^td v] with (item (6) of [*load_list v])\n    replace item ((!getDataID) + (6)) of [^td v] with (item (7) of [*load_list v])\n    stop [this script v]\nend\nif <(type) = [b]> then\n    [Load] Triangle Load Data (newid) number of data [1] starting from [1]\n    stop [this script v]\nend\nif <(type) = [c]> then\n    [Load] Triangle Load Data (newid) number of data [4] starting from [1]\n    set [!getdataid v] to (((newid) - (1)) * (^TD_Size))\n    !NV1 ((item ((!getDataID) + (7)) of [^td v]) - (item ((!getDataID) + (4)) of [^td v])) ((item ((!getDataID) + (8)) of [^td v]) - (item ((!getDataID) + (5)) of [^td v])) ((item ((!getDataID) + (9)) of [^td v]) - (item ((!getDataID) + (6)) of [^td v]))\n    replace item ((!getDataID) + (7)) of [^td v] with (!getX)\n    replace item ((!getDataID) + (8)) of [^td v] with (!getY)\n    replace item ((!getDataID) + (9)) of [^td v] with (!getZ)\n    stop [this script v]\nend\nif <(type) = [ba]> then\n    set [!getdataid v] to (((newid) - (1)) * (^TD_Size))\n    [Load] Triangle Load Data (newid) number of data [4] starting from [1]\n    [Tr Q] Set Rotating Pivot of Triangle or Quad (newid) pos (item ((!getDataID) + (1)) of [^td v]) (item ((!getDataID) + (2)) of [^td v]) (item ((!getDataID) + (3)) of [^td v])\n    !NV1 ((item ((!getDataID) + (4)) of [^td v]) - (item ((!getDataID) + (1)) of [^td v])) ((item ((!getDataID) + (5)) of [^td v]) - (item ((!getDataID) + (2)) of [^td v])) ((item ((!getDataID) + (6)) of [^td v]) - (item ((!getDataID) + (3)) of [^td v]))\n    replace item ((!getDataID) + (1)) of [^td v] with (!getX)\n    replace item ((!getDataID) + (2)) of [^td v] with (!getY)\n    replace item ((!getDataID) + (3)) of [^td v] with (!getZ)\n    !NV1 ((item ((!getDataID) + (7)) of [^td v]) - (item ((((newid) - (1)) * (3)) + (1)) of [#trianglepivotdata v])) ((item ((!getDataID) + (8)) of [^td v]) - (item ((((newid) - (1)) * (3)) + (2)) of [#trianglepivotdata v])) ((item ((!getDataID) + (9)) of [^td v]) - (item ((((newid) - (1)) * (3)) + (3)) of [#trianglepivotdata v]))\n    replace item ((!getDataID) + (4)) of [^td v] with (!getX)\n    replace item ((!getDataID) + (5)) of [^td v] with (!getY)\n    replace item ((!getDataID) + (6)) of [^td v] with (!getZ)\n    replace item ((!getDataID) + (7)) of [^td v] with (!mag)\n    replace item ((!getDataID) + (8)) of [^td v] with [0]\n    replace item ((!getDataID) + (9)) of [^td v] with [0]\n    replace item ((!getDataID) + (11)) of [^td v] with [0]\nend\nif <(type) = [mtf]> then\n    [Load] Triangle Load Data (newid) number of data [3] starting from [1]\nend\nif <(type) = [inv]> then\n    replace item (newid) of [@trianglerendering v] with [0]\n    replace item (newid) of [^td_type v] with (item (1) of [*load_list v])\nend\nif <(type) = [boss1]> then\n    set [!getdataid v] to (((newid) - (1)) * (^TD_Size))\n    set [!getdataid2 v] to (((newid) - (1)) * (9))\n    [Load] Triangle Load Data (newid) number of data [2] starting from [4]\n    replace item (newid) of [@trianglerendering v] with [0]\n    [L] Add Line 3D p1: (item ((!getDataID2) + (1)) of [#trianglevtxdata v]) (item ((!getDataID2) + (2)) of [#trianglevtxdata v]) (item ((!getDataID2) + (3)) of [#trianglevtxdata v]) p2: (item ((!getDataID2) + (1)) of [#trianglevtxdata v]) ((item ((!getDataID2) + (2)) of [#trianglevtxdata v]) + (200)) (item ((!getDataID2) + (3)) of [#trianglevtxdata v]) color [200] [120] [50] [255] size [50] chunkID [-1 auto] [-1]\n    [L] Add Line 3D p1: (item ((!getDataID2) + (1)) of [#trianglevtxdata v]) ((item ((!getDataID2) + (2)) of [#trianglevtxdata v]) + (160)) (item ((!getDataID2) + (3)) of [#trianglevtxdata v]) p2: (item ((!getDataID2) + (4)) of [#trianglevtxdata v]) ((item ((!getDataID2) + (5)) of [#trianglevtxdata v]) + (160)) (item ((!getDataID2) + (6)) of [#trianglevtxdata v]) color [240] [150] [80] [255] size [40] chunkID [-1 auto] [-1]\n    replace item ((!getDataID) + (1)) of [^td v] with (*newID)\n    replace item ((((*newID) - (1)) * (^LD_Size)) + (1)) of [^ld v] with [-1]\n    [L] Add Line 3D p1: (item ((!getDataID2) + (1)) of [#trianglevtxdata v]) ((item ((!getDataID2) + (2)) of [#trianglevtxdata v]) + (100)) (item ((!getDataID2) + (3)) of [#trianglevtxdata v]) p2: (item ((!getDataID2) + (4)) of [#trianglevtxdata v]) ((item ((!getDataID2) + (5)) of [#trianglevtxdata v]) + (100)) (item ((!getDataID2) + (6)) of [#trianglevtxdata v]) color [235] [145] [75] [255] size [40] chunkID [-1 auto] [-1]\n    replace item ((!getDataID) + (2)) of [^td v] with (*newID)\n    replace item ((((*newID) - (1)) * (^LD_Size)) + (1)) of [^ld v] with [-1]\n    [L] Add Line 3D p1: (item ((!getDataID2) + (1)) of [#trianglevtxdata v]) ((item ((!getDataID2) + (2)) of [#trianglevtxdata v]) + (40)) (item ((!getDataID2) + (3)) of [#trianglevtxdata v]) p2: (item ((!getDataID2) + (4)) of [#trianglevtxdata v]) ((item ((!getDataID2) + (5)) of [#trianglevtxdata v]) + (40)) (item ((!getDataID2) + (6)) of [#trianglevtxdata v]) color [230] [140] [70] [255] size [40] chunkID [-1 auto] [-1]\n    replace item ((!getDataID) + (3)) of [^td v] with (*newID)\n    replace item ((((*newID) - (1)) * (^LD_Size)) + (1)) of [^ld v] with [-1]\nend\n\ndefine [Load] Triangle Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n    change [~loaddataelemiter v] by (1)\n    if <(letter (1) of (item (~loadDataElemIter) of [*load_list v])) = [`]> then\n        [Load] Get Point Loading (item (~loadDataElemIter) of [*load_list v])\n        replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (1))) of [^td v] with (item (*load_getPoint) of [@loadpointx v])\n        replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (2))) of [^td v] with (item (*load_getPoint) of [@loadpointy v])\n        replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (3))) of [^td v] with (item (*load_getPoint) of [@loadpointz v])\n        change [~loaddataiter v] by (3)\n    else\n        change [~loaddataiter v] by (1)\n        replace item ((((id) - (1)) * (^TD_Size)) + (~loadDataIter)) of [^td v] with (item (~loadDataElemIter) of [*load_list v])\n    end\nend\n\ndefine [Load] Setting - Line : Type (type) new ID (newid)\nif <(type) = [axe]> then\n    set [!getdataid v] to (((newid) - (1)) * (^LD_Size))\n    [Load] Line Load Data (newid) number of data [2] starting from [1]\n    [Load] Get Point Loading (item (3) of [*load_list v])\n    !NVNY1 ((item (*load_getPoint) of [@loadpointx v]) - (item (newid) of [@linesx2 v])) ((item (*load_getPoint) of [@loadpointz v]) - (item (newid) of [@linesz2 v]))\n    [Q] Add Quad p1 (item (newid) of [@linesx2 v]) ((item (newid) of [@linesy2 v]) + (100)) (item (newid) of [@linesz2 v]) p2 (item (newid) of [@linesx2 v]) (item (newid) of [@linesy2 v]) (item (newid) of [@linesz2 v]) p3 ((item (newid) of [@linesx2 v]) + ((-150) * (!getX))) ((item (newid) of [@linesy2 v]) + (-50)) ((item (newid) of [@linesz2 v]) + ((-150) * (!getZ))) p4 ((item (newid) of [@linesx2 v]) + ((-150) * (!getX))) ((item (newid) of [@linesy2 v]) + (150)) ((item (newid) of [@linesz2 v]) + ((-150) * (!getZ))) color [30] [30] [30] [255] style - color [0] brightness [-2] chunk [-1 auto] [-1]\n    replace item ((!getDataID) + (3)) of [^ld v] with (*newID)\n    replace item (*newID) of [^td_type v] with [d]\n    [Tr Q] Set Rotating Pivot of Triangle or Quad (*newID) pos (item (newid) of [@linesx1 v]) (item (newid) of [@linesy1 v]) (item (newid) of [@linesz1 v])\n    [Q] Add Quad p1 ((item (newid) of [@linesx2 v]) + ()) ((item (newid) of [@linesy2 v]) + (100)) ((item (newid) of [@linesz2 v]) + ()) p2 (item (newid) of [@linesx2 v]) (item (newid) of [@linesy2 v]) (item (newid) of [@linesz2 v]) p3 ((item (newid) of [@linesx2 v]) + ((150) * (!getX))) ((item (newid) of [@linesy2 v]) + (-50)) ((item (newid) of [@linesz2 v]) + ((150) * (!getZ))) p4 ((item (newid) of [@linesx2 v]) + ((150) * (!getX))) ((item (newid) of [@linesy2 v]) + (150)) ((item (newid) of [@linesz2 v]) + ((150) * (!getZ))) color [30] [30] [30] [255] style - color [0] brightness [-2] chunk [-1 auto] [-1]\n    replace item ((!getDataID) + (4)) of [^ld v] with (*newID)\n    replace item (*newID) of [^td_type v] with [d]\n    [Tr Q] Set Rotating Pivot of Triangle or Quad (*newID) pos (item (newid) of [@linesx1 v]) (item (newid) of [@linesy1 v]) (item (newid) of [@linesz1 v])\n    [Load] Get Point Loading (item (4) of [*load_list v])\n    !NV1 ((item (*load_getPoint) of [@loadpointx v]) - (item (newid) of [@linesx1 v])) ((item (*load_getPoint) of [@loadpointy v]) - (item (newid) of [@linesy1 v])) ((item (*load_getPoint) of [@loadpointz v]) - (item (newid) of [@linesz1 v]))\n    replace item ((!getDataID) + (5)) of [^ld v] with (!getX)\n    replace item ((!getDataID) + (6)) of [^ld v] with (!getY)\n    replace item ((!getDataID) + (7)) of [^ld v] with (!getZ)\n    replace item ((!getDataID) + (8)) of [^ld v] with (item (5) of [*load_list v])\n    stop [this script v]\nend\nif <(type) = [r]> then\n    !NV1 ((item (newid) of [@linesx2 v]) - (item (newid) of [@linesx1 v])) ((item (newid) of [@linesy2 v]) - (item (newid) of [@linesy1 v])) ((item (newid) of [@linesz2 v]) - (item (newid) of [@linesz1 v]))\n    set [!getdataid v] to (((newid) - (1)) * (^LD_Size))\n    replace item ((!getDataID) + (1)) of [^ld v] with (!mag)\n    replace item ((!getDataID) + (2)) of [^ld v] with [0]\n    replace item ((!getDataID) + (3)) of [^ld v] with [0]\n    replace item ((!getDataID) + (4)) of [^ld v] with [0]\n    replace item ((!getDataID) + (5)) of [^ld v] with [0]\n    replace item ((!getDataID) + (6)) of [^ld v] with [0]\n    stop [this script v]\nend\n\ndefine [Load] Line Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n    change [~loaddataelemiter v] by (1)\n    if <(letter (1) of (item (~loadDataElemIter) of [*load_list v])) = [`]> then\n        [Load] Get Point Loading (item (~loadDataElemIter) of [*load_list v])\n        replace item ((((id) - (1)) * (^LD_Size)) + ((~loadDataIter) + (1))) of [^ld v] with (item (*load_getPoint) of [@loadpointx v])\n        replace item ((((id) - (1)) * (^LD_Size)) + ((~loadDataIter) + (2))) of [^ld v] with (item (*load_getPoint) of [@loadpointy v])\n        replace item ((((id) - (1)) * (^LD_Size)) + ((~loadDataIter) + (3))) of [^ld v] with (item (*load_getPoint) of [@loadpointz v])\n        change [~loaddataiter v] by (3)\n    else\n        change [~loaddataiter v] by (1)\n        replace item ((((id) - (1)) * (^LD_Size)) + (~loadDataIter)) of [^ld v] with (item (~loadDataElemIter) of [*load_list v])\n    end\nend\n\ndefine [T] Get Falling Slope according to normal (nx) (ny) (nz)\nset [*returnx v] to ((nx) * (ny))\nset [*returny v] to (() - (((nx) * (nx)) + ((nz) * (nz))))\nset [*returnz v] to ((ny) * (nz))\n\ndefine [G] Set Style - ID (id) color (color) brightness (brightness)\nreplace item (id) of [@gameobjectstylecolor v] with (color)\nreplace item (id) of [@gameobjectstylebrightness v] with (brightness)\n\ndefine [T] Normal Rotate (nx) (ny) (nz)\nset [~a_vx v] to (nx)\nset [~a_vy v] to (ny)\nset [~a_vz v] to (nz)\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + (((~A_Vy) * (~A_Vy)) + ((~A_Vz) * (~A_Vz)))) )\nset [~a_vx v] to ((~A_Vx) / (~A_mag))\nset [~a_vy v] to ((~A_Vy) / (~A_mag))\nset [~a_vz v] to ((~A_Vz) / (~A_mag))\n[T] Atan2 (() - (~A_Vx)) (~A_Vy)\nset [*getanglez v] to (*getAngle)\nset [*getanglex v] to (([acos v] of ((ny) / ([cos v] of (*getAngleZ) )) ) * ((<(nz) > [0]> * (2)) - (1)))\n\ndefine [Tr Q] Reset Translation (id)\nreplace item (((id) * (3)) - (2)) of [#triangletranslatevalues v] with [0]\nreplace item (((id) * (3)) - (1)) of [#triangletranslatevalues v] with [0]\nreplace item ((id) * (3)) of [#triangletranslatevalues v] with [0]\n\ndefine !Player Platformer Collision - VelY (oldvely)\n[C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\nset [~collisioncounter v] to [0]\nset [!playertargetnormalx v] to [0]\nset [!playertargetnormaly v] to [1]\nset [!playertargetnormalz v] to [0]\nset [!collidingtriangle v] to [0]\nif <(*finalCollision) = [1]> then\n    set [!oldy v] to (item (-PlayerGameObjectID) of [@gameobjecty v])\n    set [!jumppowertri v] to [1]\n    set [!collidebounce v] to [0]\n    set [!gettrid v] to (item (*col_iter) of [-collidabletriquad v])\n    set [!collidingtriangle v] to (item (*col_iter) of [-collidabletriquad v])\n    set [!collideslippery v] to [0]\n    set [!getdataid v] to (((!getTrID) - (1)) * (^TD_Size))\n    set [!triadd v] to (((!getTrID) - (1)) * (`TriangleDataPerInst))\n    if <(item (!getTrID) of [^td_type v]) = [la]> then\n        replace item (-PlayerGameObjectID) of [@gameobjecty v] with [-100]\n    end\n    if <<(item (!getTrID) of [^td_type v]) = [r]> or <(item (!getTrID) of [^td_type v]) = [ba]>> then\n        if <(item ((!triAdd) + (11)) of [#triangledata v]) < [0.7]> then\n            set [!jumppowertri v] to (((item ((!triAdd) + (11)) of [#triangledata v]) / (1.5)) + (0.225))\n            [G] Translate GameObject (-PlayerGameObjectID) for ((#DeltaTime) * ((item ((!triAdd) + (17)) of [#triangledata v]) * (([abs v] of (item ((!triAdd) + (18)) of [#triangledata v]) ) * (1200)))) ((#DeltaTime) * ((item ((!triAdd) + (18)) of [#triangledata v]) * (([abs v] of (item ((!triAdd) + (18)) of [#triangledata v]) ) * (1200)))) ((#DeltaTime) * ((item ((!triAdd) + (19)) of [#triangledata v]) * (([abs v] of (item ((!triAdd) + (18)) of [#triangledata v]) ) * (1200))))\n        end\n        if <[0.575] > (item ((!triAdd) + (11)) of [#triangledata v])> then\n            set [!jumppowertri v] to [0]\n        end\n    end\n    if <(item (!getTrID) of [^td_type v]) = [ba]> then\n        !NVNY1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (((!getTrID) * (3)) + (-2)) of [#trianglepivotdata v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item ((!getTrID) * (3)) of [#trianglepivotdata v]))\n        set [!getsign v] to ((-1) + ((2) * <(((!getX) * (item ((!getDataID) + (4)) of [^td v])) + ((!getZ) * (item ((!getDataID) + (6)) of [^td v]))) > [0]>))\n        replace item ((!getDataID) + (8)) of [^td v] with ((item ((!getDataID) + (8)) of [^td v]) + (((#DeltaTime) + ((<(!velGravityY) < [0]> * (!velGravityY)) * (-0.0018))) * (((!mag) / (item ((!getDataID) + (7)) of [^td v])) * ((!getSign) * (-BalancePlatformDown)))))\n    end\n    if <(item ((!triAdd) + (11)) of [#triangledata v]) > [0.1]> then\n        set [!playertargetnormalx v] to (item ((!triAdd) + (10)) of [#triangledata v])\n        set [!playertargetnormaly v] to (item ((!triAdd) + (11)) of [#triangledata v])\n        set [!playertargetnormalz v] to (item ((!triAdd) + (12)) of [#triangledata v])\n    end\n    set [!velgravityy v] to [0]\n    set [!wascollided v] to [1]\n    if <(item (!getTrID) of [^td_type v]) = [s]> then\n        set [!mag v] to ([sqrt v] of (((item ((!triAdd) + (17)) of [#triangledata v]) * (item ((!triAdd) + (17)) of [#triangledata v])) + ((item ((!triAdd) + (19)) of [#triangledata v]) * (item ((!triAdd) + (19)) of [#triangledata v]))) )\n        set [!getx v] to ((item ((!triAdd) + (17)) of [#triangledata v]) / (!mag))\n        set [!getz v] to ((item ((!triAdd) + (19)) of [#triangledata v]) / (!mag))\n        change [!velx v] by ((([abs v] of (item ((!triAdd) + (18)) of [#triangledata v]) ) * (item ((!triAdd) + (17)) of [#triangledata v])) * ((#DeltaTime) * (-VelSlip)))\n        change [!velz v] by ((([abs v] of (item ((!triAdd) + (18)) of [#triangledata v]) ) * (item ((!triAdd) + (19)) of [#triangledata v])) * ((#DeltaTime) * (-VelSlip)))\n        set [!mag v] to ([sqrt v] of (((!velX) * (!velX)) + ((!velZ) * (!velZ))) )\n        if <(!mag) > [1000]> then\n            set [!velx v] to (((!velX) / (!mag)) * (1000))\n            set [!velz v] to (((!velZ) / (!mag)) * (1000))\n            set [!mag v] to [1000]\n        end\n        set [!vely v] to ((item ((!triAdd) + (18)) of [#triangledata v]) * (((!getX) * (!velX)) + ((!getZ) * (!velZ))))\n        if <([abs v] of (!velY) ) > [800]> then\n            set [!vely v] to (((<(!velY) > [0]> * (2)) - (1)) * (800))\n        end\n        !T p Y ((#DeltaTime) * (!velY))\n        set [!collideslippery v] to [1]\n        if <(item ((!triAdd) + (11)) of [#triangledata v]) > [0.7]> then\n            set [!jumppowertri v] to ((0.9) * ((item ((!triAdd) + (11)) of [#triangledata v]) * (item ((!triAdd) + (11)) of [#triangledata v])))\n        else\n            set [!jumppowertri v] to [0]\n        end\n    else\n        if <(item (!getTrID) of [^td_type v]) = [f]> then\n            if <not <(item ((!getDataID) + (1)) of [^td v]) = [1]>> then\n                replace item ((!getDataID) + (1)) of [^td v] with [1]\n                start sound (join [fallfloor] (-SoundBuffer))\n                set [-soundbuffer v] to (((-SoundBuffer) + (1)) mod (3))\n            end\n        else\n            if <(item (!getTrID) of [^td_type v]) = [b]> then\n                set [!getside v] to ((-1) + ((2) * <[0] < (((item ((!triAdd) + (10)) of [#triangledata v]) * (item (-PlayerGameObjectID) of [@gameobjectx v])) + ((((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) * (item ((!triAdd) + (11)) of [#triangledata v])) + (((item (-PlayerGameObjectID) of [@gameobjectz v]) * (item ((!triAdd) + (12)) of [#triangledata v])) - (item ((!triAdd) + (13)) of [#triangledata v]))))>))\n                !Set p vel (((100) * (item ((!getDataID) + (1)) of [^td v])) * ((item ((!triAdd) + (10)) of [#triangledata v]) * (!getSide))) (((100) * (item ((!getDataID) + (1)) of [^td v])) * ((item ((!triAdd) + (11)) of [#triangledata v]) * (!getSide))) (((100) * (item ((!getDataID) + (1)) of [^td v])) * ((item ((!triAdd) + (12)) of [#triangledata v]) * (!getSide)))\n                set [!wascollided v] to [0]\n                set [!collidebounce v] to [1]\n                start sound [Boing v]\n            end\n        end\n    end\n    repeat until <(*finalCollision) = [0]>\n        if <(~collisionCounter) < [30]> then\n            change [~collisioncounter v] by (1)\n            if <<(oldvely) > [0]> and <(*colY) > ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset))>> then\n                if <(item (((!getTrID) * (3)) - (1)) of [#triangletranslatevalues v]) < [0]> then\n                    !T p Y ((((#DeltaTime) * (-100)) + (-1)) + ((item (((!getTrID) * (3)) - (1)) of [#triangletranslatevalues v]) * (#DeltaTime)))\n                else\n                    !T p Y (((#DeltaTime) * (-100)) + (-1))\n                end\n                set [!touchceiling v] to [1]\n                set [!jumpcooldown v] to [0.2]\n            else\n                !T p Y (((#DeltaTime) * (50)) + (1))\n                if <<(!falling) > [0.5]> and <(!collideBounce) = [0]>> then\n                    start sound [FallGround v]\n                end\n                set [!falling v] to [0]\n                set [!isjumpwalk v] to [0]\n                set [!wasonground v] to [1]\n                set [!touchceiling v] to [0]\n            end\n            !Sphere vs triangle or quad (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius) trq ID (!getTrID)\n            set [*finalcollision v] to (*collisionResult)\n            if <(*finalCollision) = [0]> then\n                [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n                if <(*finalCollision) = [1]> then\n                    set [!gettrid v] to (item (*col_iter) of [-collidabletriquad v])\n                end\n            end\n        else\n            start sound [Toy Zing v]\n            replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((!oldY) - ((#DeltaTime) * (-10)))\n            set [!jumppowertri v] to [0]\n            set [!velgravityy v] to [0]\n            change [!stretch v] by ((-4) * (#DeltaTime))\n            if <(!stretch) < [0.25]> then\n                set [!stretch v] to [0.25]\n            end\n            stop [this script v]\n        end\n    end\nend\n!Player Line Collision - VelY (!velGravityY)\n!Player AABB Collision - old Vely (!velGravityY)\n\ndefine !Player Update\nif <(!PlayerRopeID) = [0]> then\n    !Walk Move\n    !T p Y ((#DeltaTime) * (!velGravityY))\n    change [!velgravityy v] by (() - ((#DeltaTime) * (750)))\n    if <(!velGravityY) < [-600]> then\n        set [!velgravityy v] to [-600]\n        !Slow Down VelY [750]\n    end\n    change [!falling v] by (#DeltaTime)\n    set [!wascollided v] to [0]\n    !T p Y (((#DeltaTime) * (-250)) + (-5))\n    !Player Platformer Collision - VelY (!velGravityY)\n    !T p Y ((#DeltaTime) * ((!velY) * (1.5)))\n    !Walk ((!velX) * (#DeltaTime)) [0] y per slope (((50) + ([sqrt v] of (((!velX) * (!velX)) + ((!velZ) * (!velZ))) )) * (0.4))\n    !Walk [0] ((!velZ) * (#DeltaTime)) y per slope (((50) + ([sqrt v] of (((!velX) * (!velX)) + ((!velZ) * (!velZ))) )) * (0.4))\n    if <(!wasCollided) = [0]> then\n        !T p Y (((#DeltaTime) * (250)) + (5))\n        if <(!wasOnGround) = [1]> then\n            set [!wasonground v] to [0]\n            set [!animationstate v] to [0]\n        end\n        !Walk (((!moveX) * (-PlayerMoveSpeed)) * (#DeltaTime)) [0] y per slope [100]\n        !Walk [0] (((!moveZ) * (-PlayerMoveSpeed)) * (#DeltaTime)) y per slope [100]\n        !Slow down slippery velocity ((-VelSlowDown) * (2))\n        !Slow Down VelY [100]\n    else\n        set [!oldropeid v] to [-1]\n        if <(!collideSlippery) = [0]> then\n            !Walk (((!moveX) * (-PlayerMoveSpeed)) * (#DeltaTime)) [0] y per slope [100]\n            !Walk [0] (((!moveZ) * (-PlayerMoveSpeed)) * (#DeltaTime)) y per slope [100]\n            set [!vely v] to [0]\n            !Slow down slippery velocity ((-VelSlowDown) * (8))\n        else\n            change [!velx v] by ((!moveX) * ((#DeltaTime) * (-MovePowerOnSlippery)))\n            change [!velz v] by ((!moveZ) * ((#DeltaTime) * (-MovePowerOnSlippery)))\n            !Slow down slippery velocity (-VelSlowDown)\n        end\n    end\nend\n\ndefine [T] Rotate Vertex (x) (y) (z) around (ox) (oy) (oz) for angles (rotx) (roty) (rotz)\n[T] Set Ver1 ((x) - (ox)) ((y) - (oy)) ((z) - (oz))\n[T] Set Ver1 (((~GetZ1) * ([sin v] of (roty) )) + ((~GetX1) * ([cos v] of (roty) ))) (~GetY1) (((~GetZ1) * ([cos v] of (roty) )) - ((~GetX1) * ([sin v] of (roty) )))\n[T] Set Ver1 (~GetX1) (((~GetY1) * ([cos v] of (rotx) )) - ((~GetZ1) * ([sin v] of (rotx) ))) (((~GetY1) * ([sin v] of (rotx) )) + ((~GetZ1) * ([cos v] of (rotx) )))\n[T] Set Ver1 (((~GetX1) * ([cos v] of (rotz) )) - ((~GetY1) * ([sin v] of (rotz) ))) (((~GetX1) * ([sin v] of (rotz) )) + ((~GetY1) * ([cos v] of (rotz) ))) (~GetZ1)\n[T] Set Ver1 ((~GetX1) + (ox)) ((~GetY1) + (oy)) ((~GetZ1) + (oz))\n\ndefine [Tr] Rotate Triangle (trid) for (rotx) (roty) (rotz)\nif <not <<(rotx) = [0]> and <<(roty) = [0]> and <(rotz) = [0]>>>> then\n    replace item (trid) of [@trianglerotx v] with ((item (trid) of [@trianglerotx v]) + (rotx))\n    replace item (trid) of [@triangleroty v] with ((item (trid) of [@triangleroty v]) + (roty))\n    replace item (trid) of [@trianglerotz v] with ((item (trid) of [@trianglerotz v]) + (rotz))\n    set [~triadd v] to (((trid) - (1)) * (`TriangleDataPerInst))\n    !Rotate Triangle Part (trid) vertex ID [1]\n    !Rotate Triangle Part (trid) vertex ID [4]\n    !Rotate Triangle Part (trid) vertex ID [7]\n    !Set Triangle Data (trid)\nend\nreplace item (((trid) * (3)) - (2)) of [#trianglerotatevalues v] with (rotx)\nreplace item (((trid) * (3)) - (1)) of [#trianglerotatevalues v] with (roty)\nreplace item ((trid) * (3)) of [#trianglerotatevalues v] with (rotz)\n\ndefine [Tr Q] Reset Rotation (id)\nreplace item (((id) * (3)) - (2)) of [#trianglerotatevalues v] with [0]\nreplace item (((id) * (3)) - (1)) of [#trianglerotatevalues v] with [0]\nreplace item ((id) * (3)) of [#trianglerotatevalues v] with [0]\n\ndefine !Rotate Triangles and Quads\nset [!_iter v] to [0]\nrepeat (length of [-rotatingplatforms v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-rotatingplatforms v])\n    set [!getdataid v] to (((!getID) - (1)) * (^TD_Size))\n    [Tr Q] Set Rotation of triangle or quad (!getID) to (((!timer) * (item ((!getDataID) + (1)) of [^td v])) + (item ((!getDataID) + (4)) of [^td v])) (((!timer) * (item ((!getDataID) + (2)) of [^td v])) + (item ((!getDataID) + (5)) of [^td v])) (((!timer) * (item ((!getDataID) + (3)) of [^td v])) + (item ((!getDataID) + (6)) of [^td v]))\nend\n\ndefine [Tr Q] Rotate Triangle or Quad (trid) for (rotx) (roty) (rotz)\nif <(item (trid) of [#triangleisquad v]) = [0]> then\n    [Tr] Rotate Triangle (trid) for (rotx) (roty) (rotz)\nelse\n    [Tr] Rotate Triangle (trid) for (rotx) (roty) (rotz)\n    [Tr] Rotate Triangle ((trid) + (1)) for (rotx) (roty) (rotz)\n    !Set AABB of Quad (trid)\nend\n\ndefine [Tr Q] Set Rotation of triangle or quad (id) to (rotx) (roty) (rotz)\n[Tr Q] Rotate Triangle or Quad (id) for ((rotx) - (item (id) of [@trianglerotx v])) ((roty) - (item (id) of [@triangleroty v])) ((rotz) - (item (id) of [@trianglerotz v]))\n\ndefine !Update Enemy Basic\nset [!_iter v] to [0]\nrepeat (length of [-enemybasic v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-enemybasic v])\n    set [!getdataid v] to (((!getID) - (1)) * (^SD_Size))\n    if <(item (!getID) of [@sprite3d_active v]) = [1]> then\n        if <<([abs v] of ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item ((!getDataID) + (2)) of [^sd v])) ) < (item ((!getDataID) + (5)) of [^sd v])> and <([abs v] of ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item ((!getDataID) + (4)) of [^sd v])) ) < (item ((!getDataID) + (6)) of [^sd v])>> then\n            !NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (!getID) of [@sprite3d_y v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\n            replace item (!getID) of [@sprite3d_x v] with ((item (!getID) of [@sprite3d_x v]) + ((!getX) * ((150) * (#DeltaTime))))\n            replace item (!getID) of [@sprite3d_z v] with ((item (!getID) of [@sprite3d_z v]) + ((!getZ) * ((150) * (#DeltaTime))))\n            if <(!mag) < ((-PlayerRadius) * (2))> then\n                if <(!velGravityY) < [0]> then\n                    replace item (!getID) of [@sprite3d_active v] with [0]\n                    set [!velgravityy v] to [400]\n                    start sound (join [squash] (pick random (1) to (2)))\n                else\n                    !Set p vel ((!getX) * (600)) [300] ((!getZ) * (600))\n                    set [!velgravityy v] to [300]\n                    !T p Y [8]\n                    start sound [enemyPush v]\n                end\n            end\n        else\n            !NV1 ((item ((!getDataID) + (2)) of [^sd v]) - (item (!getID) of [@sprite3d_x v])) ((item ((!getDataID) + (3)) of [^sd v]) - (item (!getID) of [@sprite3d_y v])) ((item ((!getDataID) + (4)) of [^sd v]) - (item (!getID) of [@sprite3d_z v]))\n            if <(!mag) > [13]> then\n                replace item (!getID) of [@sprite3d_x v] with ((item (!getID) of [@sprite3d_x v]) + ((!getX) * ((100) * (#DeltaTime))))\n                replace item (!getID) of [@sprite3d_z v] with ((item (!getID) of [@sprite3d_z v]) + ((!getZ) * ((100) * (#DeltaTime))))\n            end\n        end\n    end\nend\n\ndefine !Update Circling Platforms\nset [!_iter v] to [0]\nrepeat (length of [-circlingplatforms v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-circlingplatforms v])\n    set [!getdataid v] to (((!getID) - (1)) * (^TD_Size))\n    set [!getangle v] to ((!timer) * (item ((!getDataID) + (10)) of [^td v]))\n    set [!getx v] to ((item ((!getDataID) + (1)) of [^td v]) - (item ((!getDataID) + (4)) of [^td v]))\n    set [!gety v] to ((item ((!getDataID) + (2)) of [^td v]) - (item ((!getDataID) + (5)) of [^td v]))\n    set [!getz v] to ((item ((!getDataID) + (3)) of [^td v]) - (item ((!getDataID) + (6)) of [^td v]))\n    !Get Vector Rotation Matrix (item ((!getDataID) + (7)) of [^td v]) (item ((!getDataID) + (8)) of [^td v]) (item ((!getDataID) + (9)) of [^td v]) angle ([sin v] of (!getAngle) ) ([cos v] of (!getAngle) )\n    !Apply Vec Rot Matrix (!getX) (!getY) (!getZ)\n    [Tr Q] Set Position Of Triangle or Quad (!getID) to ((!getX) - ((item ((!getDataID) + (1)) of [^td v]) - (item ((!getDataID) + (4)) of [^td v]))) ((!getY) - ((item ((!getDataID) + (2)) of [^td v]) - (item ((!getDataID) + (5)) of [^td v]))) ((!getZ) - ((item ((!getDataID) + (3)) of [^td v]) - (item ((!getDataID) + (6)) of [^td v])))\nend\n\ndefine !Get Vector Rotation Matrix (vx) (vy) (vz) angle (sinangle) (cosangle)\ndelete all of [!vectorrotationmatrix v]\nadd ((cosangle) + (((vx) * (vx)) * ((1) - (cosangle)))) to [!vectorrotationmatrix v]\nadd ((((vx) * (vy)) * ((1) - (cosangle))) - ((vz) * (sinangle))) to [!vectorrotationmatrix v]\nadd ((((vx) * (vz)) * ((1) - (cosangle))) + ((vy) * (sinangle))) to [!vectorrotationmatrix v]\nadd ((((vx) * (vy)) * ((1) - (cosangle))) + ((vz) * (sinangle))) to [!vectorrotationmatrix v]\nadd ((cosangle) + (((vy) * (vy)) * ((1) - (cosangle)))) to [!vectorrotationmatrix v]\nadd ((((vy) * (vz)) * ((1) - (cosangle))) - ((vx) * (sinangle))) to [!vectorrotationmatrix v]\nadd ((((vx) * (vz)) * ((1) - (cosangle))) - ((vy) * (sinangle))) to [!vectorrotationmatrix v]\nadd ((((vy) * (vz)) * ((1) - (cosangle))) + ((vx) * (sinangle))) to [!vectorrotationmatrix v]\nadd ((cosangle) + (((vz) * (vz)) * ((1) - (cosangle)))) to [!vectorrotationmatrix v]\n\ndefine !Apply Vec Rot Matrix (x) (y) (z)\nset [!getx v] to (((item (1) of [!vectorrotationmatrix v]) * (x)) + (((item (2) of [!vectorrotationmatrix v]) * (y)) + ((item (3) of [!vectorrotationmatrix v]) * (z))))\nset [!gety v] to (((item (4) of [!vectorrotationmatrix v]) * (x)) + (((item (5) of [!vectorrotationmatrix v]) * (y)) + ((item (6) of [!vectorrotationmatrix v]) * (z))))\nset [!getz v] to (((item (7) of [!vectorrotationmatrix v]) * (x)) + (((item (8) of [!vectorrotationmatrix v]) * (y)) + ((item (9) of [!vectorrotationmatrix v]) * (z))))\n\ndefine !Player Update part 2\nif <(!PlayerRopeID) = [0]> then\n    change [!jumpcooldown v] by (() - (#DeltaTime))\n    if <(!JumpCooldown) < [0]> then\n        set [!jumpcooldown v] to [0]\n    end\n    if <<<<<($JumpPressed) > [0]> or <key (space v) pressed?>> and <(!falling) < [0.275]>> and <(!JumpCooldown) = [0]>> and <not <(!JumpPowerTri) = [0]>>> then\n        if <<(!collideBounce) = [0]> and <(!TouchCeiling) = [0]>> then\n            set [!velgravityy v] to ((332) * (!JumpPowerTri))\n            set [!vely v] to [0]\n            set [!stretch v] to [1]\n            if <(!falling) = [0]> then\n                if <(!JumpPowerTri) > [0.5]> then\n                    start sound [Jump v]\n                end\n                replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (((#DeltaTime) * (60)) + (8)))\n                set [!isjumpwalk v] to (!isWalking)\n            end\n        end\n    end\n    if <(item (-PlayerGameObjectID) of [@gameobjecty v]) < [-100]> then\n        if <<(-deadState) = [0]> and <(-ResetMode) = [0]>> then\n            start sound [fallHole v]\n            set [-deadstate v] to [1.25]\n        end\n    end\n    !Player Stretch\n    !Player Animation\n    !Player Step\n    [T] Normal Rotate (!playerTargetNormalX) (!playerTargetNormalY) (!playerTargetNormalZ)\n    replace item (-PlayerGameObjectID) of [@gameobject_rotx v] with ((item (-PlayerGameObjectID) of [@gameobject_rotx v]) + (((*getAngleX) - (item (-PlayerGameObjectID) of [@gameobject_rotx v])) * ((#DeltaTime) * (5))))\n    replace item (-PlayerGameObjectID) of [@gameobject_rotz v] with ((item (-PlayerGameObjectID) of [@gameobject_rotz v]) + (((*getAngleZ) - (item (-PlayerGameObjectID) of [@gameobject_rotz v])) * ((#DeltaTime) * (5))))\nend\n!Calculate Shadow\n\ndefine !Update Player Platform Translate And Rotate\n[C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\nif <(*finalCollision) = [1]> then\n    set [!collidingtriangle v] to (item (*col_iter) of [-collidabletriquad v])\nend\nif <not <(!CollidingTriangle) = [0]>> then\n    set [!triadd v] to (((!CollidingTriangle) - (1)) * (`TriangleDataPerInst))\n    set [!oldx v] to (item (-PlayerGameObjectID) of [@gameobjectx v])\n    set [!oldy v] to (item (-PlayerGameObjectID) of [@gameobjecty v])\n    set [!oldz v] to (item (-PlayerGameObjectID) of [@gameobjectz v])\n    [G] Translate GameObject (-PlayerGameObjectID) for (item (((!CollidingTriangle) * (3)) - (2)) of [#triangletranslatevalues v]) (item (((!CollidingTriangle) * (3)) - (1)) of [#triangletranslatevalues v]) (item (((!CollidingTriangle) * (3)) - (0)) of [#triangletranslatevalues v])\n    [T] Rotate Vertex (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjecty v]) (item (-PlayerGameObjectID) of [@gameobjectz v]) around (item (((!CollidingTriangle) * (3)) - (2)) of [#trianglepivotdata v]) (item (((!CollidingTriangle) * (3)) - (1)) of [#trianglepivotdata v]) (item (((!CollidingTriangle) * (3)) - (0)) of [#trianglepivotdata v]) for angles (item (((!CollidingTriangle) * (3)) - (2)) of [#trianglerotatevalues v]) (item (((!CollidingTriangle) * (3)) - (1)) of [#trianglerotatevalues v]) (item (((!CollidingTriangle) * (3)) - (0)) of [#trianglerotatevalues v])\n    [G] Set Position of (-PlayerGameObjectID) to (~GetX1) (~GetY1) (~GetZ1)\n    change [!playerangle v] by (() - (item (((!CollidingTriangle) * (3)) - (1)) of [#trianglerotatevalues v]))\n    change [!targetangle v] by (() - (item (((!CollidingTriangle) * (3)) - (1)) of [#trianglerotatevalues v]))\n    if <not <<(item (-PlayerGameObjectID) of [@gameobjectx v]) = (!oldX)> and <<(item (-PlayerGameObjectID) of [@gameobjecty v]) = (!oldY)> and <(item (-PlayerGameObjectID) of [@gameobjectz v]) = (!oldZ)>>>> then\n        set [!slope v] to [0]\n        [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n        if <(*finalCollision) = [0]> then\n            [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n        end\n        if <(*finalCollision) = [1]> then\n            if <(!velGravityY) = [0]> then\n                repeat until <<(!slope) = [4]> or <(*finalCollision) = [0]>>\n                    change [!slope v] by (1)\n                    !T p Y [4]\n                    [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n                    if <(*finalCollision) = [0]> then\n                        [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n                    end\n                end\n                !T p Y [-4]\n                if <(!slope) = [4]> then\n                    [G] Set Position of (-PlayerGameObjectID) to (!oldX) (!oldY) (!oldZ)\n                    !Slow down slippery velocity ((-VelSlowDown) * (4))\n                end\n            else\n                [G] Set Position of (-PlayerGameObjectID) to (!oldX) (!oldY) (!oldZ)\n            end\n        end\n    end\nend\n\ndefine [A] Add AABB p1 (x1) (y1) (z1) p2 (x2) (y2) (z2) chunk [-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [-aabb_pointers v])>>\n    if <(item (~p) of [-aabb_pointers v]) = [0]> then\n        set [~newslot v] to [0]\n    end\n    change [~p v] by (1)\nend\nif <(x1) < (x2)> then\n    set [~ax v] to (x1)\n    set [~bx v] to (x2)\nelse\n    set [~ax v] to (x2)\n    set [~bx v] to (x1)\nend\nif <(y1) < (y2)> then\n    set [~ay v] to (y1)\n    set [~by v] to (y2)\nelse\n    set [~ay v] to (y2)\n    set [~by v] to (y1)\nend\nif <(z1) < (z2)> then\n    set [~az v] to (z1)\n    set [~bz v] to (z2)\nelse\n    set [~az v] to (z2)\n    set [~bz v] to (z1)\nend\nif <(~newSlot) = [1]> then\n    set [*newid v] to (~p)\n    add [1] to [-aabb_pointers v]\n    add (~ax) to [-aabb_coldata v]\n    add (~bx) to [-aabb_coldata v]\n    add (~ay) to [-aabb_coldata v]\n    add (~by) to [-aabb_coldata v]\n    add (~az) to [-aabb_coldata v]\n    add (~bz) to [-aabb_coldata v]\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (((x1) + (x2)) / (2)) (((z1) + (z2)) / (2))\n        add (~newChunk) to [-aabb_chunk v]\n    else\n        add (chunkid) to [-aabb_chunk v]\n    end\n    add [1] to [-aabb_active v]\n    add [0] to [^ad_type v]\n    repeat (^AD_Size)\n        add [] to [^ad v]\n    end\nelse\n    set [*newid v] to ((~p) - (1))\n    replace item (*newID) of [-aabb_pointers v] with [1]\n    set [~m v] to (((*newID) - (1)) * (6))\n    replace item ((~m) + (1)) of [-aabb_coldata v] with (~ax)\n    replace item ((~m) + (2)) of [-aabb_coldata v] with (~bx)\n    replace item ((~m) + (3)) of [-aabb_coldata v] with (~ay)\n    replace item ((~m) + (4)) of [-aabb_coldata v] with (~by)\n    replace item ((~m) + (5)) of [-aabb_coldata v] with (~az)\n    replace item ((~m) + (6)) of [-aabb_coldata v] with (~bz)\n    if <(chunkid) = [-1]> then\n        [Ch] Get Chunk from Coordinate (((x1) + (x2)) / (2)) (((z1) + (z2)) / (2))\n        replace item (*newID) of [-aabb_chunk v] with (~newChunk)\n    else\n        replace item (*newID) of [-aabb_chunk v] with (chunkid)\n    end\n    set [~dataiter v] to (((*newID) - (1)) * (^GD_Size))\n    repeat (^AD_Size)\n        change [~dataiter v] by (1)\n        replace item (~dataIter) of [^ad v] with []\n    end\nend\n\ndefine [A] Delete AABB data\ndelete all of [-aabb_coldata v]\ndelete all of [-aabb_chunk v]\ndelete all of [-aabb_pointers v]\ndelete all of [-chunkactive_aabb v]\ndelete all of [-aabb_active v]\ndelete all of [^ad_type v]\ndelete all of [^ad v]\n\ndefine [A] Add AABB into lists (id) Type (type)\nif <(type) = [0]> then\n    add (id) to [-collideableaabb v]\n    stop [this script v]\nend\nif <(type) = [cp]> then\n    add (id) to [-checkpoints v]\n    stop [this script v]\nend\nif <(type) = [button]> then\n    add (id) to [-collideableaabb v]\n    add (id) to [-buttons v]\n    stop [this script v]\nend\n\ndefine [C] AABB vs existing AABB (minx) (maxx) (miny) (maxy) (minz) (maxz) AABB id (id)\nset [*collisionresult v] to (<<<(minz) < (item ((((id) - (1)) * (6)) + (6)) of [-aabb_coldata v])> and <(item ((((id) - (1)) * (6)) + (5)) of [-aabb_coldata v]) < (maxz)>> and <<<(minx) < (item ((((id) - (1)) * (6)) + (2)) of [-aabb_coldata v])> and <(item ((((id) - (1)) * (6)) + (1)) of [-aabb_coldata v]) < (maxx)>> and <<(item ((((id) - (1)) * (6)) + (3)) of [-aabb_coldata v]) < (maxy)> and <(miny) < (item ((((id) - (1)) * (6)) + (4)) of [-aabb_coldata v])>>>> + ())\nset [*coly v] to (((item ((((id) - (1)) * (6)) + (3)) of [-aabb_coldata v]) + (item ((((id) - (1)) * (6)) + (4)) of [-aabb_coldata v])) / (2))\n\ndefine [A] Remove AABB\nreplace item (id) of [-aabb_pointers v] with [0]\nreplace item (id) of [-aabb_active v] with [0]\n\ndefine !Update Check Points\nif <(-CheckPointState) < [1]> then\n    change [-checkpointstate v] by (#DeltaTime)\nelse\n    set [-checkpointstate v] to [1]\nend\nset [!_iter v] to [0]\nrepeat (length of [-checkpoints v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-checkpoints v])\n    set [!getdataid v] to (((!getID) - (1)) * (^AD_Size))\n    if <(item (!getID) of [-aabb_active v]) = [1]> then\n        [C] AABB vs existing AABB ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (-PlayerRadius)) ((item (-PlayerGameObjectID) of [@gameobjectx v]) + (-PlayerRadius)) (item (-PlayerGameObjectID) of [@gameobjecty v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + ((-PlayerRadius) * (2))) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (-PlayerRadius)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) + (-PlayerRadius)) AABB id (!getID)\n        if <<(*collisionResult) = [1]> and <not <(-CurrentCheckPoint) = (item (!_iter) of [-checkpoints v])>>> then\n            set [-currentcheckpoint v] to (item (!_iter) of [-checkpoints v])\n            set [-checkpointstate v] to [0]\n            set [-checkpointx v] to ((item ((!getDataID) + (2)) of [^ad v]) + (0))\n            set [-checkpointy v] to (item ((!getDataID) + (3)) of [^ad v])\n            set [-checkpointz v] to ((item ((!getDataID) + (4)) of [^ad v]) + (0))\n            set [-checkpointangle v] to (item ((!getDataID) + (5)) of [^ad v])\n            !Save with Check Point\n            start sound [checkPoint v]\n        end\n    end\n    set [!gettrid v] to (item ((!getDataID) + (1)) of [^ad v])\n    if <(-CurrentCheckPoint) = (item (!_iter) of [-checkpoints v])> then\n        [Tr Q] Set Position Of Triangle or Quad (!getTrID) to [0] ((-CheckPointState) * (150)) [0]\n    else\n        [Tr Q] Set Position Of Triangle or Quad (!getTrID) to [0] (((1) - (-CheckPointState)) * (150)) [0]\n    end\nend\n\ndefine !Add tree part at (x) (y) (z) size (size) height (height)\n[Tr] Add Triangle p1: ((x) - ((size) / (2))) ((y) + (height)) ((z) - (((size) * ([sqrt v] of (3) )) / (6))) p2: ((x) + ((size) / (2))) ((y) + (height)) ((z) - (((size) * ([sqrt v] of (3) )) / (6))) p3: (x) ((y) + (height)) ((z) + (((size) * ([sqrt v] of (3) )) / (3))) Color [150] [60] [40] [255] Is part of quad: [0] style - color: [2] brightness [4] triangleChunk[-1 auto] [-1]\nreplace item (*newID) of [^td_type v] with [d]\n[Tr] Add Triangle p1: (x) (y) (z) p2: ((x) + ((size) / (2))) ((y) + (height)) ((z) - (((size) * ([sqrt v] of (3) )) / (6))) p3: (x) ((y) + (height)) ((z) + (((size) * ([sqrt v] of (3) )) / (3))) Color [150] [60] [40] [255] Is part of quad: [0] style - color: [2] brightness [4] triangleChunk[-1 auto] [-1]\nreplace item (*newID) of [^td_type v] with [d]\n[Tr] Add Triangle p1: ((x) - ((size) / (2))) ((y) + (height)) ((z) - (((size) * ([sqrt v] of (3) )) / (6))) p2: (x) (y) (z) p3: (x) ((y) + (height)) ((z) + (((size) * ([sqrt v] of (3) )) / (3))) Color [150] [60] [40] [255] Is part of quad: [0] style - color: [2] brightness [4] triangleChunk[-1 auto] [-1]\nreplace item (*newID) of [^td_type v] with [d]\n[Tr] Add Triangle p1: ((x) - ((size) / (2))) ((y) + (height)) ((z) - (((size) * ([sqrt v] of (3) )) / (6))) p2: ((x) + ((size) / (2))) ((y) + (height)) ((z) - (((size) * ([sqrt v] of (3) )) / (6))) p3: (x) (y) (z) Color [150] [60] [40] [255] Is part of quad: [0] style - color: [2] brightness [4] triangleChunk[-1 auto] [-1]\nreplace item (*newID) of [^td_type v] with [d]\n\ndefine [C] AABB vs all AABB (minx) (maxx) (miny) (maxy) (minz) (maxz)\nset [*col_iter v] to [0]\nset [*finalcollision v] to [0]\nrepeat until <<(*col_iter) = (length of [-collideableaabb v])> or <(*finalCollision) = [1]>>\n    change [*col_iter v] by (1)\n    set [~getid_e v] to (item (*col_iter) of [-collideableaabb v])\n    if <(item (~getID_E) of [-aabb_active v]) = [1]> then\n        [C] AABB vs existing AABB (minx) (maxx) (miny) (maxy) (minz) (maxz) AABB id (~getID_E)\n        set [*finalcollision v] to (*collisionResult)\n    end\nend\n\ndefine !Player Vs All AABB\n[C] AABB vs all AABB ((item (-PlayerGameObjectID) of [@gameobjectx v]) - ((-PlayerRadius) * (0.8))) ((item (-PlayerGameObjectID) of [@gameobjectx v]) + ((-PlayerRadius) * (0.8))) (item (-PlayerGameObjectID) of [@gameobjecty v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + ((-PlayerRadius) * (1.6))) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - ((-PlayerRadius) * (0.8))) ((item (-PlayerGameObjectID) of [@gameobjectz v]) + ((-PlayerRadius) * (0.8)))\n\ndefine !Player AABB Collision - old Vely (vely)\nset [~collisioncounter v] to [0]\n!Player Vs All AABB\nif <(*finalCollision) = [1]> then\n    set [!getaabbid v] to (item (*col_iter) of [-collideableaabb v])\n    set [!velgravityy v] to [0]\n    set [!wascollided v] to [1]\n    set [!collidebounce v] to [0]\n    set [!jumppowertri v] to [1]\n    set [!collideslippery v] to [0]\n    set [!getdataid v] to (((!getAABBID) - (1)) * (^AD_Size))\n    if <(item (!getAABBID) of [^ad_type v]) = [button]> then\n        if <(*colY) < ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset))> then\n            if <(item (item ((!getDataID) + (1)) of [^ad v]) of [-triggerstate v]) = [0]> then\n                replace item ((!getDataID) + (3)) of [^ad v] with ((item ((!getDataID) + (3)) of [^ad v]) + ((#DeltaTime) * (1.5)))\n            end\n        end\n    end\n    repeat until <(*finalCollision) = [0]>\n        if <(~collisionCounter) < [30]> then\n            change [~collisioncounter v] by (1)\n            if <<(vely) > [0]> and <(*colY) > ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset))>> then\n                !T p Y (((#DeltaTime) * (-100)) + (-1))\n                set [!falling v] to [0]\n                set [!touchceiling v] to [1]\n                set [!jumpcooldown v] to [0.2]\n            else\n                !T p Y (((#DeltaTime) * (50)) + (1))\n                if <(!falling) > [0.5]> then\n                    start sound [FallGround v]\n                end\n                set [!falling v] to [0]\n                set [!isjumpwalk v] to [0]\n                set [!wasonground v] to [1]\n                set [!touchceiling v] to [0]\n            end\n            !Player Vs All AABB\n        else\n            start sound [Toy Zing v]\n            change [!stretch v] by ((-4) * (#DeltaTime))\n            if <(!stretch) < [0.25]> then\n                set [!stretch v] to [0.25]\n            end\n            stop [this script v]\n        end\n    end\nend\n\ndefine !Shadow vs all AABB\n[C] AABB vs all AABB ((!sx) - ((-PlayerRadius) * (0.4))) ((!sx) + ((-PlayerRadius) * (0.4))) ((!sy) - ((-PlayerRadius) * (0.8))) ((!sy) + ((-PlayerRadius) * (0.8))) ((!sz) - ((-PlayerRadius) * (0.4))) ((!sz) + ((-PlayerRadius) * (0.4)))\n\ndefine !Save with Check Point\nset [!c_iter v] to [0]\nrepeat (length of [@sprite3d_active v])\n    change [!c_iter v] by (1)\n    if <(item (!c_iter) of [@sprite3d_active v]) = [0]> then\n        if <<<(item (!c_iter) of [^sd_type v]) = [c]> or <(item (!c_iter) of [^sd_type v]) = [bc]>> or <<(item (!c_iter) of [^sd_type v]) = [eB]> or <<(item (!c_iter) of [^sd_type v]) = [eS]> or <(item (!c_iter) of [^sd_type v]) = [eJ]>>>> then\n            replace item ((((!c_iter) - (1)) * (^SD_Size)) + (1)) of [^sd v] with [1]\n        end\n    end\nend\nset [!c_iter v] to [0]\nrepeat (length of [-triggerstate v])\n    change [!c_iter v] by (1)\n    if <(item (!c_iter) of [-triggerstate v]) = [1]> then\n        replace item (!c_iter) of [-triggerstate v] with [2]\n    end\nend\nif <not <(-HiddenEndID) = [-1]>> then\n    replace item ((((-HiddenEndID) - (1)) * (^GD_Size)) + (2)) of [^gd v] with [1]\nend\n\ndefine !Reload Non Saved Entities\nset [!c_iter v] to [0]\nrepeat (length of [@sprite3d_active v])\n    change [!c_iter v] by (1)\n    set [!getdataid v] to (((!c_iter) - (1)) * (^SD_Size))\n    if <(item (!c_iter) of [@sprite3d_active v]) = [0]> then\n        if <<<(item (!c_iter) of [^sd_type v]) = [c]> or <(item (!c_iter) of [^sd_type v]) = [bc]>> or <<<(item (!c_iter) of [^sd_type v]) = [eB]> or <(item (!c_iter) of [^sd_type v]) = [eS]>> or <(item (!c_iter) of [^sd_type v]) = [eJ]>>> then\n            if <(item ((!getDataID) + (1)) of [^sd v]) = [-1]> then\n                replace item (!c_iter) of [@sprite3d_active v] with [1]\n                if <(item (!c_iter) of [^sd_type v]) = [c]> then\n                    change [-coinsscore v] by (-1)\n                else\n                    if <(item (!c_iter) of [^sd_type v]) = [bc]> then\n                        change [-coinsscore v] by (-5)\n                    else\n                        if <<<(item (!c_iter) of [^sd_type v]) = [eB]> or <(item (!c_iter) of [^sd_type v]) = [eS]>> or <(item (!c_iter) of [^sd_type v]) = [eJ]>> then\n                            [S] Set position of (!c_iter) to (item ((!getDataID) + (2)) of [^sd v]) (item ((!getDataID) + (3)) of [^sd v]) (item ((!getDataID) + (4)) of [^sd v])\n                            if <(item (!c_iter) of [^sd_type v]) = [eJ]> then\n                                set [!getdataid2 v] to (((item ((!getDataID) + (12)) of [^sd v]) - (1)) * (^TD_Size))\n                                repeat (7)\n                                    change [!getdataid2 v] by (1)\n                                    replace item (item (!getDataID2) of [^td v]) of [@triangle_active v] with [1]\n                                end\n                                repeat (5)\n                                    replace item ((!getDataID) + (7)) of [^sd v] with [0]\n                                    change [!getdataid v] by (1)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nset [!c_iter v] to [0]\nrepeat (length of [-triggerstate v])\n    change [!c_iter v] by (1)\n    if <(item (!c_iter) of [-triggerstate v]) = [1]> then\n        replace item (!c_iter) of [-triggerstate v] with [0]\n    end\nend\nset [!c_iter v] to [0]\nrepeat (length of [@triangle_active v])\n    change [!c_iter v] by (1)\n    set [!getdataid v] to (((!c_iter) - (1)) * (^TD_Size))\n    if <(item (!c_iter) of [^td_type v]) = [mtf]> then\n        if <(item (item ((!getDataID) + (1)) of [^td v]) of [-triggerstate v]) = [0]> then\n            [Tr Q] Set Position Of Triangle or Quad (!c_iter) to [0] [0] [0]\n        end\n    else\n        if <(item (!c_iter) of [^td_type v]) = [f]> then\n            [Tr Q] Set Position Of Triangle or Quad (!c_iter) to [0] [0] [0]\n            [Tr Q] Reset Translation (!c_iter)\n            replace item ((!getDataID) + (1)) of [^td v] with [0]\n            replace item ((!getDataID) + (2)) of [^td v] with [0]\n        end\n    end\nend\nset [!c_iter v] to [0]\nrepeat (length of [-aabb_active v])\n    change [!c_iter v] by (1)\n    if <(item (!c_iter) of [^ad_type v]) = [button]> then\n        if <(item (item ((((!c_iter) - (1)) * (^AD_Size)) + (1)) of [^ad v]) of [-triggerstate v]) = [0]> then\n            replace item ((((!c_iter) - (1)) * (^AD_Size)) + (3)) of [^ad v] with [0]\n            [T] Get Color from RGBA [255] [0] [0] [255]\n            replace item ((((item ((((!c_iter) - (1)) * (^AD_Size)) + (2)) of [^ad v]) - (1)) * (`MaxMaterials)) + (1)) of [@gameobjectmaterialdata v] with (*getColor)\n        end\n    end\nend\n\ndefine !Update Final Coins\nset [!_iter v] to [0]\nrepeat (length of [-finalcoins v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-finalcoins v])\n    if <(item (!getID) of [@gameobjectactive v]) = [1]> then\n        [G] Set Rotation of (!getID) to ((!timer) * (10)) ((!timer) * (50)) ((!timer) * (-10))\n        [C] Sphere vs Sphere (X,Y,Z,radius) s1 (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjecty v]) (item (-PlayerGameObjectID) of [@gameobjectz v]) (-PlayerRadius) s2 (item (!getID) of [@gameobjectx v]) (item (!getID) of [@gameobjecty v]) (item (!getID) of [@gameobjectz v]) [100]\n        if <(*collisionResult) = [1]> then\n            !Complete Level\n        end\n        if <(~mag) < ((-PlayerRadius) + (500))> then\n            if <(-GameBackToStart) = [0]> then\n                if <(item ((((-CurrentLevel_ID) - (1)) * (-NumberOfLevelData)) + (7)) of [-leveldata v]) = [-1]> then\n                    !Add Final Coin at (-StartX) (-StartY) (-StartZ) hidden \n                    set [-gamebacktostart v] to [1]\n                end\n            end\n        end\n    end\nend\n\ndefine !Before Level Start <soft reset>\nset [!velx v] to [0]\nset [!vely v] to [0]\nset [!velgravityy v] to [0]\nset [!velz v] to [0]\nset [!falling v] to [1]\nset [!playerangle v] to [0]\nset [!targetangle v] to [270]\nset [!stretch v] to [1]\nset [-deadstate v] to [0]\nset [!timer v] to [0]\nset [!wasonground v] to [0]\nset [!animationstate v] to [0]\nset [!isjumpwalk v] to [0]\nset [-currentcheckpoint v] to [0]\nset [-checkpointstate v] to [0]\nset [-coinsscore v] to [0]\nset [-maxcoins v] to [0]\nset [-gamebacktostart v] to [0]\nset [-hiddenendid v] to [-1]\nset [-signstate v] to [1]\nset [-cameratriggerstate v] to [-1]\nset [-currentactivetrigger v] to [0]\nset [-bossid v] to [0]\nset [-bossmovetype v] to [1]\nset [-bossstate v] to [0]\nset [-camerahasfocus v] to [0]\nset [-camerafocusstate v] to [0]\nif <(-CurrentLevel_ID) = [-10]> then\n    set [-skyboxname v] to (item ((0) + (item # of [type] in [-levelattributesnames v])) of [-levelattributes v])\n    set [-snowinlevel v] to (<(item ((0) + (item # of [type] in [-levelattributesnames v])) of [-levelattributes v]) = [2]> + ())\n    set [@lightangle v] to (item ((0) + (item # of [lightDir] in [-levelattributesnames v])) of [-levelattributes v])\nelse\n    set [!getvalue v] to (((-CurrentLevel_ID) - (1)) * (-NumberOfLevelAttributes))\n    set [-skyboxname v] to (item ((!getValue) + (item # of [type] in [-levelattributesnames v])) of [-levelattributes v])\n    set [-snowinlevel v] to (<(item ((!getValue) + (item # of [type] in [-levelattributesnames v])) of [-levelattributes v]) = [2]> + ())\n    set [@lightangle v] to (item ((!getValue) + (item # of [lightDir] in [-levelattributesnames v])) of [-levelattributes v])\nend\nset [-bossangle v] to [0]\nset [-bossstate2 v] to [0]\nset [-bossmovecounter v] to [0]\nset [-bosstype v] to [0]\nset [-bosshealth v] to [0]\nset [-bossmaxhealth v] to [0]\nset [-bossvisualhealth v] to [0]\nset [-bosssoundstate v] to [0]\nset [-soundbuffer v] to [0]\nset [!jumpcooldown v] to [0]\nset [!playerropecooldown v] to [0]\nset [!oldropeid v] to [-1]\nset [!playeroffrope v] to [0]\nset [!playerropeid v] to [0]\nset [-timetrialfrozen v] to [0]\nif <not <soft reset>> then\n    if <(-CurrentLevel_ID) = [-10]> then\n        set [-currentmusic v] to (item ((0) + (item # of [music] in [-levelattributesnames v])) of [-levelattributes v])\n    else\n        set [-currentmusic v] to (item ((!getValue) + (item # of [music] in [-levelattributesnames v])) of [-levelattributes v])\n    end\n    if <not <(-CurrentMusic) = (-OldMusic)>> then\n        set [-oldmusic v] to (-CurrentMusic)\n        stop all sounds\n    end\n    set [-resetmode v] to [0]\nend\n\ndefine !Start Level (level) Soft Reset <soft reset>\nset [--loading v] to [1]\nset [-currentlevel_id v] to (level)\n[E] Delete My Data\n!Before Level Start <soft reset>\nif <(level) = [-10]> then\n    [Load] Load scene from data (-CustomLevelData) multiply [50] add ((256) * ((256) * ((256) * (256))))\nelse\n    [Load] Load scene from data (item (level) of [#scenedata v]) multiply [50] add ((256) * ((256) * ((256) * (256))))\nend\n[E] My Objects\n[E] Init 3D\n[E] My Update\nset [--loading v] to [0]\n\ndefine !Update signs\nset [-getsigntext v] to []\nchange [-signstate v] by ((#DeltaTime) * (2))\nif <(-signState) > [1]> then\n    set [-signstate v] to [1]\nend\nset [!_iter v] to [0]\nrepeat (length of [-signs v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-signs v])\n    set [!getdataid v] to (((!getID) - (1)) * (^TD_Size))\n    if <(item (!getID) of [@triangle_active v]) = [1]> then\n        [C] Sphere vs Sphere (X,Y,Z,radius) s1 (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjecty v]) (item (-PlayerGameObjectID) of [@gameobjectz v]) (-PlayerRadius) s2 (item ((!getDataID) + (1)) of [^td v]) (item ((!getDataID) + (2)) of [^td v]) (item ((!getDataID) + (3)) of [^td v]) [200]\n        if <(*collisionResult) = [1]> then\n            replace item (-SignSpriteID) of [@sprite3d_costumename v] with (item ((!getDataID) + (4)) of [^td v])\n            [S] Set position of (-SignSpriteID) to (item ((!getDataID) + (1)) of [^td v]) ((item ((!getDataID) + (2)) of [^td v]) + (85)) (item ((!getDataID) + (3)) of [^td v])\n            change [-signstate v] by (() - ((#DeltaTime) * (4)))\n            if <(-signState) < [0]> then\n                set [-signstate v] to [0]\n            end\n            set [-getsigntext v] to (item ((!getDataID) + (5)) of [^td v])\n        end\n    end\nend\nreplace item (-SignSpriteID) of [@sprite3d_alpha v] with ((100) * (-signState))\n\ndefine !Update Balancing Platforms\nset [!_iter v] to [0]\nrepeat (length of [-balanceplatforms v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-balanceplatforms v])\n    if <(item (!getID) of [@triangle_active v]) = [1]> then\n        set [!getdataid v] to (((!getID) - (1)) * (^TD_Size))\n        replace item ((!getDataID) + (9)) of [^td v] with ((item ((!getDataID) + (9)) of [^td v]) + ((item ((!getDataID) + (8)) of [^td v]) * (#DeltaTime)))\n        if <not <(item ((!getDataID) + (9)) of [^td v]) = [0]>> then\n            set [!getsign v] to (([abs v] of (item ((!getDataID) + (9)) of [^td v]) ) / (item ((!getDataID) + (9)) of [^td v]))\n            if <((item ((!getDataID) + (9)) of [^td v]) * (!getSign)) > (item ((!getDataID) + (10)) of [^td v])> then\n                replace item ((!getDataID) + (9)) of [^td v] with ((item ((!getDataID) + (10)) of [^td v]) * (!getSign))\n                replace item ((!getDataID) + (8)) of [^td v] with [0]\n            end\n        end\n        if <not <(item ((!getDataID) + (8)) of [^td v]) = [0]>> then\n            set [!getsign v] to (([abs v] of (item ((!getDataID) + (8)) of [^td v]) ) / (item ((!getDataID) + (8)) of [^td v]))\n            replace item ((!getDataID) + (8)) of [^td v] with ((item ((!getDataID) + (8)) of [^td v]) + ((!getSign) * ((-20) * (#DeltaTime))))\n            if <((item ((!getDataID) + (8)) of [^td v]) * (!getSign)) < [0]> then\n                replace item ((!getDataID) + (8)) of [^td v] with [0]\n            end\n        end\n        if <(item ((!getDataID) + (8)) of [^td v]) = [0]> then\n            if <not <(item ((!getDataID) + (9)) of [^td v]) = [0]>> then\n                set [!getsign v] to (([abs v] of (item ((!getDataID) + (9)) of [^td v]) ) / (item ((!getDataID) + (9)) of [^td v]))\n                replace item ((!getDataID) + (9)) of [^td v] with ((item ((!getDataID) + (9)) of [^td v]) + ((!getSign) * ((-15) * (#DeltaTime))))\n                if <((item ((!getDataID) + (9)) of [^td v]) * (!getSign)) < [0]> then\n                    replace item ((!getDataID) + (9)) of [^td v] with [0]\n                end\n            end\n        end\n        !Get Vector Rotation Matrix (item ((!getDataID) + (1)) of [^td v]) (item ((!getDataID) + (2)) of [^td v]) (item ((!getDataID) + (3)) of [^td v]) angle ([sin v] of (item ((!getDataID) + (9)) of [^td v]) ) ([cos v] of (item ((!getDataID) + (9)) of [^td v]) )\n        !Get Euler Angles from Vector Rotation Matrix\n        [Tr Q] Set Rotation of triangle or quad (!getID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n        if <([abs v] of (item ((!getDataID) + (8)) of [^td v]) ) > [10]> then\n            if <(item ((!getDataID) + (11)) of [^td v]) = [0]> then\n                replace item ((!getDataID) + (11)) of [^td v] with [2]\n                start sound (join [creak] (pick random (1) to (5)))\n            end\n        end\n        if <(item ((!getDataID) + (11)) of [^td v]) > [0]> then\n            replace item ((!getDataID) + (11)) of [^td v] with ((item ((!getDataID) + (11)) of [^td v]) + (() - (#DeltaTime)))\n            if <(item ((!getDataID) + (11)) of [^td v]) < [0]> then\n                replace item ((!getDataID) + (11)) of [^td v] with [0]\n            end\n        end\n    end\nend\n\ndefine !Get Euler Angles from Vector Rotation Matrix\nset [*getanglex v] to (([asin v] of (item (8) of [!vectorrotationmatrix v]) ) - ())\n[T] Atan2 (((0) - (item (7) of [!vectorrotationmatrix v])) / ([cos v] of (*getAngleX) )) ((item (9) of [!vectorrotationmatrix v]) / ([cos v] of (*getAngleX) ))\nset [*getangley v] to (*getAngle)\n[T] Atan2 (((0) - (item (2) of [!vectorrotationmatrix v])) / ([cos v] of (*getAngleX) )) ((item (5) of [!vectorrotationmatrix v]) / ([cos v] of (*getAngleX) ))\nset [*getanglez v] to (*getAngle)\n\ndefine [Tr Q] Set Rotating Pivot of Triangle or Quad (newid) pos (x) (y) (z)\nreplace item ((((newid) - (1)) * (3)) + (1)) of [#trianglepivotdata v] with (x)\nreplace item ((((newid) - (1)) * (3)) + (2)) of [#trianglepivotdata v] with (y)\nreplace item ((((newid) - (1)) * (3)) + (3)) of [#trianglepivotdata v] with (z)\nif <(item (newid) of [#triangleisquad v]) = [1]> then\n    replace item (((newid) * (3)) + (1)) of [#trianglepivotdata v] with (x)\n    replace item (((newid) * (3)) + (2)) of [#trianglepivotdata v] with (y)\n    replace item (((newid) * (3)) + (3)) of [#trianglepivotdata v] with (z)\nend\n\nwhen [1 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [1] Soft Reset <>\nend\n\nwhen [2 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [2] Soft Reset <>\nend\n\nwhen [3 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [3] Soft Reset <>\nend\n\ndefine !Update Buttons\nset [!_iter v] to [0]\nrepeat (length of [-buttons v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-buttons v])\n    set [!getdataid v] to (((!getID) - (1)) * (^AD_Size))\n    set [!getgbid v] to (item ((!getDataID) + (2)) of [^ad v])\n    set [!getdataid2 v] to (((!getGBID) - (1)) * (^GD_Size))\n    if <(item (item ((!getDataID) + (1)) of [^ad v]) of [-triggerstate v]) = [0]> then\n        replace item ((!getDataID) + (3)) of [^ad v] with ((item ((!getDataID) + (3)) of [^ad v]) - ((#DeltaTime) / (2)))\n        if <(item ((!getDataID) + (3)) of [^ad v]) < [0]> then\n            replace item ((!getDataID) + (3)) of [^ad v] with [0]\n        end\n        if <(item ((!getDataID) + (3)) of [^ad v]) > [1]> then\n            replace item ((!getDataID) + (3)) of [^ad v] with [1]\n            if <(-currentActiveTrigger) = [0]> then\n                replace item (item ((!getDataID) + (1)) of [^ad v]) of [-triggerstate v] with [1]\n                start sound [buttonClick v]\n                [T] Get Color from RGBA [0] [255] [0] [255]\n                replace item ((((!getGBID) - (1)) * (`MaxMaterials)) + (1)) of [@gameobjectmaterialdata v] with (*getColor)\n                !Start Trigger (item ((!getDataID) + (1)) of [^ad v])\n            end\n        end\n        replace item (!getGBID) of [@gameobjecty v] with ((item ((!getDataID2) + (1)) of [^gd v]) - ((item ((!getDataID) + (3)) of [^ad v]) * (25)))\n        replace item ((((!getID) - (1)) * (6)) + (4)) of [-aabb_coldata v] with ((item ((!getDataID2) + (1)) of [^gd v]) + (((item ((!getDataID) + (3)) of [^ad v]) * (-25)) + (40)))\n    end\nend\n\ndefine !Start Trigger (id)\nset [-cameratriggerstate v] to ((-TriggerWatch) + (-TriggerWait))\n!Set Camera Pos (item ((((id) - (1)) * (9)) + (1)) of [-triggerdata v]) (item ((((id) - (1)) * (9)) + (2)) of [-triggerdata v]) (item ((((id) - (1)) * (9)) + (3)) of [-triggerdata v])\n[T] Camera Look at position (item ((((id) - (1)) * (9)) + (4)) of [-triggerdata v]) (item ((((id) - (1)) * (9)) + (5)) of [-triggerdata v]) (item ((((id) - (1)) * (9)) + (6)) of [-triggerdata v])\nset [-currentactivetrigger v] to (id)\n\ndefine !Update Triggers\nif <not <(-cameraTriggerState) = [-1]>> then\n    change [-cameratriggerstate v] by (() - (#DeltaTime))\n    if <(-cameraTriggerState) < [0]> then\n        set [-cameratriggerstate v] to [-1]\n        set [!getdataid v] to (((-currentActiveTrigger) - (1)) * (9))\n        set [@camerax v] to (item ((!getDataID) + (7)) of [-triggerdata v])\n        set [@cameray v] to (item ((!getDataID) + (8)) of [-triggerdata v])\n        set [@cameraz v] to (item ((!getDataID) + (9)) of [-triggerdata v])\n    end\n    if <(-cameraTriggerState) > (-TriggerWait)> then\n        set [!getvalue v] to ((1) - (((-cameraTriggerState) - (-TriggerWait)) / (-TriggerWatch)))\n    else\n        set [!getvalue v] to [1]\n    end\n    set [!_iter v] to [0]\n    repeat (length of [@triangle_active v])\n        change [!_iter v] by (1)\n        if <(item (!_iter) of [^td_type v]) = [mtf]> then\n            set [!getdataid v] to (((!_iter) - (1)) * (^TD_Size))\n            if <(item ((!getDataID) + (1)) of [^td v]) = (-currentActiveTrigger)> then\n                set [!getx v] to ((item ((!getDataID) + (5)) of [^td v]) - (item ((!getDataID) + (2)) of [^td v]))\n                set [!gety v] to ((item ((!getDataID) + (6)) of [^td v]) - (item ((!getDataID) + (3)) of [^td v]))\n                set [!getz v] to ((item ((!getDataID) + (7)) of [^td v]) - (item ((!getDataID) + (4)) of [^td v]))\n                [Tr Q] Set Position Of Triangle or Quad (!_iter) to ((!getX) * (!getValue)) ((!getY) * (!getValue)) ((!getZ) * (!getValue))\n            end\n        end\n    end\n    if <(-cameraTriggerState) < [0]> then\n        set [-currentactivetrigger v] to [0]\n    end\nend\n\ndefine !Update Snow\nchange [-snowtimer v] by (() - (#DeltaTime))\nif <(-SnowTimer) < [0]> then\n    set [-snowtimer v] to [0.08]\n    [S] Add Sprite3D - costume name [snow] at ((item (-PlayerGameObjectID) of [@gameobjectx v]) + (pick random (-2000) to (2000))) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (500)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) + (pick random (-2000) to (2000))) size [10] chunkID [-1 auto] [0]\n    add (*newID) to [-snowparticles v]\n    add (*newID) to [#chunkactive_sprites v]\n    replace item (*newID) of [^sd_type v] with [snow]\nend\nset [!_iter v] to (length of [-snowparticles v])\nrepeat (length of [-snowparticles v])\n    set [!getid v] to (item (!_iter) of [-snowparticles v])\n    replace item (!getID) of [@sprite3d_y v] with ((item (!getID) of [@sprite3d_y v]) - ((#DeltaTime) * (100)))\n    replace item (!getID) of [@sprite3d_alpha v] with ((((item (!getID) of [@sprite3d_y v]) - (item (-PlayerGameObjectID) of [@gameobjecty v])) + (100)) * (-0.25))\n    if <(item (!getID) of [@sprite3d_y v]) < ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (500))> then\n        [S] Remove Sprite (!getID)\n        delete (!_iter) of [-snowparticles v]\n        delete (item # of (!getID) in [#chunkactive_sprites v]) of [#chunkactive_sprites v]\n    end\n    change [!_iter v] by (-1)\nend\n\ndefine !Starting Snow\nset [!_iter v] to (length of [-snowparticles v])\nrepeat (length of [-snowparticles v])\n    set [!getid v] to (item (!_iter) of [-snowparticles v])\n    [S] Remove Sprite (!getID)\n    delete (!_iter) of [-snowparticles v]\n    delete (item # of (!getID) in [#chunkactive_sprites v]) of [#chunkactive_sprites v]\n    change [!_iter v] by (-1)\nend\nset [!_iter v] to [0]\nrepeat (19)\n    [S] Add Sprite3D - costume name [snow] at ((item (-PlayerGameObjectID) of [@gameobjectx v]) + (pick random (-2000) to (2000))) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (((!_iter) * ((800) / (20))) - (500))) ((item (-PlayerGameObjectID) of [@gameobjectz v]) + (pick random (-2000) to (2000))) size [10] chunkID [-1 auto] [0]\n    add (*newID) to [-snowparticles v]\n    add (*newID) to [#chunkactive_sprites v]\n    replace item (*newID) of [^sd_type v] with [snow]\n    change [!_iter v] by (1)\nend\n\nwhen [4 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [4] Soft Reset <>\nend\n\nwhen [5 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [5] Soft Reset <>\nend\n\nwhen [6 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [6] Soft Reset <>\nend\n\ndefine !Update Bosses\nif <not <(-BossID) = [0]>> then\n    if <(-BossType) = [1]> then\n        !Update Boss 1\n    else\n        if <(-BossType) = [2]> then\n            !Update Boss 2\n        else\n            if <(-BossType) = [3]> then\n                !Update Boss 3\n            end\n        end\n    end\nend\n\ndefine !Update Boss 1\nchange [-bossstate v] by (#DeltaTime)\n!NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (-BossID) of [@gameobjectx v])) (((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (-BossID) of [@gameobjecty v])) * (0.32)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (-BossID) of [@gameobjectz v]))\nif <(!mag) < [50]> then\n    !Set p vel ((450) * (!getX)) [100] ((450) * (!getZ))\n    !T p Y [8]\nend\n!NVNY2 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - ((item (-BossID) of [@gameobjectx v]) + ((110) * (!getX)))) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - ((item (-BossID) of [@gameobjectz v]) + ((110) * (!getZ))))\n!NV3 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - ((item (-BossID) of [@gameobjectx v]) + ((110) * (!getX)))) (((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (-BossID) of [@gameobjecty v])) * (0.32)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - ((item (-BossID) of [@gameobjectz v]) + ((110) * (!getZ))))\nif <(-BossMoveType) = [1]> then\n    Boss Rotate Towards player [2]\n    !boss mesh (&Boss_1_Idle) aSp [10] mFr [10]\n    if <(-BossState) > [3.5]> then\n        if <(!mag) < [1000]> then\n            set [-bossmovetype v] to [2]\n            set [-bossstate v] to [0]\n        else\n            set [-bossmovetype v] to [4]\n            set [-bossstate v] to [0]\n            start sound [sweep v]\n        end\n    end\n    if <(*return) < [20]> then\n        if <(!mag) < [150]> then\n            set [-bossmovetype v] to [3]\n            set [-bossstate v] to [0]\n            set [-bosssoundstate v] to [0]\n        end\n    end\nelse\n    if <(-BossMoveType) = [2]> then\n        change [-bosssoundstate v] by (() - (#DeltaTime))\n        if <[0] > (-BossSoundState)> then\n            change [-bosssoundstate v] by (1.1)\n            start sound [boss1walk v]\n        end\n        Boss Rotate Towards player [3]\n        !boss mesh (&Boss_1_Walk) aSp [10] mFr [5]\n        [G] Translate GameObject (-BossID) for ((!getX) * ((#DeltaTime) * (400))) [0] ((!getZ) * ((#DeltaTime) * (400)))\n        if <(!mag) < [175]> then\n            set [-bossmovetype v] to [3]\n            set [-bossstate v] to [0]\n            set [-bosssoundstate v] to [0]\n        end\n        !Boss 1 vs fence [120]\n        if <(*finalCollision) = [1]> then\n            set [-bossmovetype v] to [8]\n            set [-bossstate v] to [0]\n            set [-bosssoundstate v] to [0]\n        end\n    else\n        if <(-BossMoveType) = [3]> then\n            !boss mesh (&Boss_1_Attack) aSp [10] mFr [10]\n            if <(-BossState) > [0.7]> then\n                if <(!mag3) < [100]> then\n                    !Set p vel ((1000) * (!getX)) [600] ((1000) * (!getZ))\n                    !T p Y [8]\n                end\n                if <(-BossSoundState) = [0]> then\n                    start sound [boss1Hit v]\n                    set [-bosssoundstate v] to [1]\n                end\n            end\n            if <(-BossState) > [1]> then\n                set [-bossmovetype v] to [1]\n                set [-bossstate v] to [0]\n                start sound (join [boss1b] (pick random (1) to (3)))\n                set [-bosssoundstate v] to [0]\n            end\n        else\n            if <(-BossMoveType) = [4]> then\n                Boss Rotate Towards player [2]\n                !boss mesh (&Boss_1_Charge) aSp [5] mFr [10]\n                if <(-BossState) > [2]> then\n                    set [-bossx v] to (!getX2)\n                    set [-bossz v] to (!getZ2)\n                    set [-bossmovetype v] to [5]\n                    set [-bossstate v] to [0]\n                    set [-bosssoundstate v] to [0]\n                end\n            else\n                if <(-BossMoveType) = [5]> then\n                    change [-bosssoundstate v] by (() - (#DeltaTime))\n                    if <[0] > (-BossSoundState)> then\n                        change [-bosssoundstate v] by (0.7)\n                        start sound [boss1Run v]\n                    end\n                    !boss mesh (&Boss_1_Run) aSp [20] mFr [5]\n                    [G] Translate GameObject (-BossID) for ((-BossX) * ((#DeltaTime) * (1350))) [0] ((-BossZ) * ((#DeltaTime) * (1350)))\n                    !Boss 1 vs fence [100]\n                    if <(*finalCollision) = [1]> then\n                        !Boss 1 Destroy Fence (item (*col_iter) of [-boss1fence v])\n                        start sound [DestroyFence v]\n                        set [-bossmovetype v] to [6]\n                        set [-bossstate v] to [0]\n                        set [-bosssoundstate v] to [0]\n                    end\n                    if <(!mag3) < [110]> then\n                        !Set p vel ((1100) * (-BossX)) [800] ((1100) * (-BossZ))\n                        !T p Y [8]\n                    end\n                    [C] GameObject vs ALL triangles (-BossID) radius [100] offset [0] [0] [0]\n                    if <(*finalCollision) = [0]> then\n                        set [-bossmovetype v] to [9]\n                        set [-bossstate v] to [0]\n                        !Camera Enable Focus\n                        [T] Camera Set Position ((item (-BossID) of [@gameobjectx v]) + ((-1350) * (-BossZ))) ((item (-BossID) of [@gameobjecty v]) + (-1000)) ((item (-BossID) of [@gameobjectz v]) + ((1350) * (-BossX)))\n                        start sound [fallHole v]\n                    end\n                else\n                    if <(-BossMoveType) = [6]> then\n                        !boss mesh (&Boss_1_Bounce) aSp [10] mFr [5]\n                        [G] Translate GameObject (-BossID) for (((() - (-BossX)) * ((1) - (-BossState))) * ((#DeltaTime) * (500))) [0] (((() - (-BossZ)) * ((1) - (-BossState))) * ((#DeltaTime) * (500)))\n                        if <not <(-BossState) < [0.5]>> then\n                            replace item (-BossID) of [@gameobjectmeshid v] with ((&Boss_1_Bounce) + (4))\n                            set [-bossmovetype v] to [7]\n                            set [-bossstate v] to [0]\n                            start sound [boss1angry v]\n                        end\n                    else\n                        if <(-BossMoveType) = [7]> then\n                            replace item (-BossID) of [@gameobjectmeshid v] with ((&Boss_1_Bounce) + (4))\n                            if <(-BossState) > [1]> then\n                                set [-bossmovetype v] to [1]\n                                set [-bossstate v] to [0]\n                                start sound (join [boss1b] (pick random (1) to (3)))\n                            end\n                        else\n                            if <(-BossMoveType) = [8]> then\n                                !NVNY2 ((item ((((-BossID) - (1)) * (^GD_Size)) + (1)) of [^gd v]) - ((item (-BossID) of [@gameobjectx v]) + ((100) * (!getX)))) ((item ((((-BossID) - (1)) * (^GD_Size)) + (3)) of [^gd v]) - ((item (-BossID) of [@gameobjectz v]) + ((100) * (!getZ))))\n                                [T] Atan2 (!getX2) (!getZ2)\n                                [T] Calculate Shortest Rotation Direction (item (-BossID) of [@gameobject_roty v]) (((*getAngle) + (360)) mod (360))\n                                replace item (-BossID) of [@gameobject_roty v] with (((360) + ((item (-BossID) of [@gameobject_roty v]) + ((#DeltaTime) * ((3) * (*return))))) mod (360))\n                                !boss mesh (&Boss_1_Walk) aSp [10] mFr [5]\n                                [G] Translate GameObject (-BossID) for ((!getX2) * ((#DeltaTime) * (300))) [0] ((!getZ2) * ((#DeltaTime) * (300)))\n                                if <(!mag2) < [100]> then\n                                    set [-bossmovetype v] to [1]\n                                    set [-bossstate v] to [0]\n                                    start sound (join [boss1b] (pick random (1) to (3)))\n                                end\n                                if <(!mag) < [270]> then\n                                    set [-bossmovetype v] to [3]\n                                    set [-bossstate v] to [0]\n                                    set [-bosssoundstate v] to [0]\n                                end\n                            else\n                                if <(-BossMoveType) = [9]> then\n                                    [G] Translate GameObject (-BossID) for (((-BossX) * ((5) - (-BossState))) * ((#DeltaTime) * (300))) ((-BossState) * ((-700) * (#DeltaTime))) (((-BossZ) * ((5) - (-BossState))) * ((#DeltaTime) * (300)))\n                                    !Cam Set Foc (item (-BossID) of [@gameobjectx v]) (item (-BossID) of [@gameobjecty v]) (item (-BossID) of [@gameobjectz v])\n                                    if <(-BossState) > [5]> then\n                                        set [-bossmovetype v] to [10]\n                                        replace item (-BossID) of [@gameobjectactive v] with [0]\n                                        !Add Final Coin at (item ((((-BossID) - (1)) * (^GD_Size)) + (1)) of [^gd v]) ((item ((((-BossID) - (1)) * (^GD_Size)) + (2)) of [^gd v]) + (650)) (item ((((-BossID) - (1)) * (^GD_Size)) + (3)) of [^gd v]) hidden <>\n                                        add (*newID) to [#chunkactive_gameobject v]\n                                        add (*newID) to [-finalcoins v]\n                                        set [-bossstate v] to [0]\n                                    end\n                                else\n                                    if <(-BossMoveType) = [10]> then\n                                        replace item (item (1) of [-finalcoins v]) of [@gameobjecty v] with (((item ((((-BossID) - (1)) * (^GD_Size)) + (2)) of [^gd v]) + (((3) - (-BossState)) * ((500) / (3)))) + (150))\n                                        !Cam Set Foc (item (item (1) of [-finalcoins v]) of [@gameobjectx v]) (item (item (1) of [-finalcoins v]) of [@gameobjecty v]) (item (item (1) of [-finalcoins v]) of [@gameobjectz v])\n                                        [T] Camera Set Position ((item ((((-BossID) - (1)) * (^GD_Size)) + (1)) of [^gd v]) + (800)) (((item ((((-BossID) - (1)) * (^GD_Size)) + (2)) of [^gd v]) + (((3) - (-BossState)) * ((1000) / (3)))) + (400)) ((item ((((-BossID) - (1)) * (^GD_Size)) + (3)) of [^gd v]) + (800))\n                                        if <(-BossState) > [3]> then\n                                            set [-bossmovetype v] to [0]\n                                            !Camera Disable Focus\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine !Boss 1 vs fence (boss radius)\nset [*col_iter v] to [0]\nset [*finalcollision v] to [0]\nrepeat until <<(*col_iter) = (length of [-boss1fence v])> or <(*finalCollision) = [1]>>\n    change [*col_iter v] by (1)\n    if <(item (item (*col_iter) of [-boss1fence v]) of [@triangle_active v]) = [1]> then\n        [C] Sphere vs Quad (item (-BossID) of [@gameobjectx v]) (item (-BossID) of [@gameobjecty v]) (item (-BossID) of [@gameobjectz v]) radius (boss radius) quad ID (item (*col_iter) of [-boss1fence v])\n    end\n    set [*finalcollision v] to (*collisionResult)\nend\n\ndefine !Boss 1 Destroy Fence (quadid)\nset [!getlineid v] to (item ((((quadid) - (1)) * (^TD_Size)) + (1)) of [^td v])\nif <(item ((((!getLineID) - (1)) * (^LD_Size)) + (1)) of [^ld v]) = [-1]> then\n    replace item ((((!getLineID) - (1)) * (^LD_Size)) + (1)) of [^ld v] with [0]\n    replace item (!getLineID) of [@lineactive v] with [0]\nelse\n    set [!getlineid v] to (item ((((quadid) - (1)) * (^TD_Size)) + (2)) of [^td v])\n    if <(item ((((!getLineID) - (1)) * (^LD_Size)) + (1)) of [^ld v]) = [-1]> then\n        replace item ((((!getLineID) - (1)) * (^LD_Size)) + (1)) of [^ld v] with [0]\n        replace item (!getLineID) of [@lineactive v] with [0]\n    else\n        set [!getlineid v] to (item ((((quadid) - (1)) * (^TD_Size)) + (3)) of [^td v])\n        replace item ((((!getLineID) - (1)) * (^LD_Size)) + (1)) of [^ld v] with [0]\n        replace item (!getLineID) of [@lineactive v] with [0]\n        replace item (quadid) of [@triangle_active v] with [0]\n    end\nend\n\ndefine !Cam Set Foc (x) (y) (z)\nset [-camerafocusx v] to (x)\nset [-camerafocusy v] to (y)\nset [-camerafocusz v] to (z)\n\ndefine !Camera Look At Focus\n[T] Camera Look at position (-CameraFocusX) (-CameraFocusY) (-CameraFocusZ)\nif <(-CameraHasFocus) = [1]> then\n    change [-camerafocusstate v] by (() - (#DeltaTime))\n    if <(-CameraFocusState) < [0]> then\n        set [-camerahasfocus v] to [0]\n    end\nend\n\ndefine [T] Camera Set Position (x) (y) (z)\nset [@camerax v] to (x)\nset [@cameray v] to (y)\nset [@cameraz v] to (z)\n\ndefine !Camera Disable Focus\nset [-camerahasfocus v] to [1]\n\ndefine !Camera Enable Focus\nset [-camerafocusstate v] to [1]\nset [-camerahasfocus v] to [2]\n\ndefine !Add Final Coin at (x) (y) (z) hidden <hidden>\nif <hidden> then\n    [G] Add GameObject - mesh ID (&FinalCoin) material ID (&FinalCoinMatStart) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\n    set [-hiddenendid v] to (*newID)\n    [Ch] Check is chunk active (item (*newID) of [@gameobjectchunk v])\n    if <(~chunkActive) = [1]> then\n        add (*newID) to [#chunkactive_gameobject v]\n        add (*newID) to [-finalcoins v]\n    end\nelse\n    [G] Add GameObject - mesh ID (&FinalCoin) material ID (&FinalCoinMat) position (x) (y) (z) rotation [0] [0] [0] chunkID [-1 auto] [-1]\nend\nreplace item ((((*newID) - (1)) * (^GD_Size)) + (2)) of [^gd v] with [0]\n[G] Set Style - ID (*newID) color [3] brightness [5]\nreplace item (*newID) of [^gd_type v] with [e]\n\ndefine !Slow Down VelY (slowval)\nif <(!velY) > [0]> then\n    change [!vely v] by (() - ((#DeltaTime) * (slowval)))\n    if <(!velY) < [0]> then\n        set [!vely v] to [0]\n    end\nelse\n    if <(!velY) < [0]> then\n        change [!vely v] by ((#DeltaTime) * (slowval))\n        if <(!velY) > [0]> then\n            set [!vely v] to [0]\n        end\n    end\nend\n\ndefine !Update Enemy Snow\nset [!_iter v] to [0]\nrepeat (length of [-enemysnow v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-enemysnow v])\n    set [!getdataid v] to (((!getID) - (1)) * (^SD_Size))\n    if <(item (!getID) of [@sprite3d_active v]) = [1]> then\n        !NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) (((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) - (item (!getID) of [@sprite3d_y v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\n        !Calculate Projectile - origin (item (!getID) of [@sprite3d_x v]) (item (!getID) of [@sprite3d_y v]) (item (!getID) of [@sprite3d_z v]) target (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) power [800] mode(-1 or 1) [0] gravity (-SnowProjectileGravity) onlyTest \n        replace item (!getID) of [@sprite3d_x v] with ((item (!getID) of [@sprite3d_x v]) + ((!getX) * (((!return) * (-150)) * (#DeltaTime))))\n        replace item (!getID) of [@sprite3d_z v] with ((item (!getID) of [@sprite3d_z v]) + ((!getZ) * (((!return) * (-150)) * (#DeltaTime))))\n        if <(!mag) < ((-PlayerRadius) * (2))> then\n            if <(!velGravityY) < [0]> then\n                replace item (!getID) of [@sprite3d_active v] with [0]\n                set [!velgravityy v] to [400]\n                start sound (join [squash] (pick random (1) to (2)))\n            else\n                !Set p vel ((!getX) * (300)) [0] ((!getZ) * (300))\n            end\n        end\n        if <not <([abs v] of ((item (!getID) of [@sprite3d_x v]) - (item ((!getDataID) + (2)) of [^sd v])) ) < (item ((!getDataID) + (5)) of [^sd v])>> then\n            replace item (!getID) of [@sprite3d_x v] with ((item (!getID) of [@sprite3d_x v]) + ((!getX) * (((!return) * (150)) * (#DeltaTime))))\n        end\n        if <not <([abs v] of ((item (!getID) of [@sprite3d_z v]) - (item ((!getDataID) + (4)) of [^sd v])) ) < (item ((!getDataID) + (6)) of [^sd v])>> then\n            replace item (!getID) of [@sprite3d_z v] with ((item (!getID) of [@sprite3d_z v]) + ((!getZ) * (((!return) * (150)) * (#DeltaTime))))\n        end\n        if <(item ((!getDataID) + (7)) of [^sd v]) > [2]> then\n            !Calculate Projectile - origin (item (!getID) of [@sprite3d_x v]) (item (!getID) of [@sprite3d_y v]) (item (!getID) of [@sprite3d_z v]) target (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) power [900] mode(-1 or 1) ((<([abs v] of ((item (!getID) of [@sprite3d_y v]) - ((item (-PlayerGameObjectID) of [@gameobjecty v]) + ())) ) > [250]> * (2)) - (1)) gravity (-SnowProjectileGravity) onlyTest <>\n            !Snow projectile (item (!getID) of [@sprite3d_x v]) (item (!getID) of [@sprite3d_y v]) (item (!getID) of [@sprite3d_z v])\n            if <(!return) = [1]> then\n                replace item ((!getDataID) + (7)) of [^sd v] with [0]\n            end\n        else\n            replace item ((!getDataID) + (7)) of [^sd v] with ((item ((!getDataID) + (7)) of [^sd v]) + (#DeltaTime))\n        end\n        set [!templocal v] to (item ((!getDataID) + (8)) of [^sd v])\n        if <<(item ((!getDataID) + (7)) of [^sd v]) < [1]> or <(item (!getID) of [@sprite3d_active v]) = [0]>> then\n            replace item (!tempLocal) of [@sprite3d_active v] with [0]\n        else\n            replace item (!tempLocal) of [@sprite3d_size v] with (((item ((!getDataID) + (7)) of [^sd v]) - (1)) * (50))\n            replace item (!tempLocal) of [@sprite3d_x v] with (item (!getID) of [@sprite3d_x v])\n            replace item (!tempLocal) of [@sprite3d_y v] with ((item (!getID) of [@sprite3d_y v]) + ((50) + (((item ((!getDataID) + (7)) of [^sd v]) - (1)) * (-40))))\n            replace item (!tempLocal) of [@sprite3d_z v] with (item (!getID) of [@sprite3d_z v])\n            replace item (!tempLocal) of [@sprite3d_active v] with [1]\n        end\n    end\nend\n\ndefine !Calculate Projectile - origin (ox) (oy) (oz) target (tx) (ty) (tz) power (power) mode(-1 or 1) (mode) gravity (gravity) onlyTest <onlytest>\nset [~a_vx v] to ((tx) - (ox))\nset [~a_vy v] to ((ty) - (oy))\nset [~a_vz v] to ((tz) - (oz))\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + ((~A_Vz) * (~A_Vz))) )\nset [!return v] to [1]\nif <((((power) * (power)) * ((power) * (power))) - ((gravity) * (((gravity) * ((~A_mag) * (~A_mag))) + (((2) * (~A_Vy)) * ((power) * (power)))))) < [0]> then\n    set [!return v] to [-1]\n    stop [this script v]\nend\nif <onlytest> then\n    stop [this script v]\nend\n[T] Atan2 (((power) * (power)) + ((mode) * ([sqrt v] of ((((power) * (power)) * ((power) * (power))) - ((gravity) * (((gravity) * ((~A_mag) * (~A_mag))) + (((2) * (~A_Vy)) * ((power) * (power)))))) ))) ((gravity) * (~A_mag))\nset [*returnx v] to ((((~A_Vx) / (~A_mag)) * ([cos v] of (*getAngle) )) * (power))\nset [*returny v] to (([sin v] of (*getAngle) ) * (power))\nset [*returnz v] to ((((~A_Vz) / (~A_mag)) * ([cos v] of (*getAngle) )) * (power))\n\ndefine !Update Snow Projectiles\nset [!_iter v] to (length of [-enemysnowprojectile v])\nrepeat (length of [-enemysnowprojectile v])\n    set [!getid v] to (item (!_iter) of [-enemysnowprojectile v])\n    set [!getdataid v] to (((!getID) - (1)) * (^SD_Size))\n    if <(item (!getID) of [@sprite3d_active v]) = [1]> then\n        !NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) (((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) - (item (!getID) of [@sprite3d_y v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\n        replace item (!getID) of [@sprite3d_x v] with ((item (!getID) of [@sprite3d_x v]) + ((item ((!getDataID) + (1)) of [^sd v]) * (#DeltaTime)))\n        replace item (!getID) of [@sprite3d_y v] with ((item (!getID) of [@sprite3d_y v]) + ((item ((!getDataID) + (2)) of [^sd v]) * (#DeltaTime)))\n        replace item (!getID) of [@sprite3d_z v] with ((item (!getID) of [@sprite3d_z v]) + ((item ((!getDataID) + (3)) of [^sd v]) * (#DeltaTime)))\n        replace item ((!getDataID) + (2)) of [^sd v] with ((item ((!getDataID) + (2)) of [^sd v]) + (() - ((#DeltaTime) * (-SnowProjectileGravity))))\n        if <(item (!getID) of [@sprite3d_y v]) < ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (1000))> then\n            delete (!_iter) of [-enemysnowprojectile v]\n            [S] Remove Sprite (!getID)\n            delete (item # of (!getID) in [#chunkactive_sprites v]) of [#chunkactive_sprites v]\n        end\n        if <(!mag) < [50]> then\n            delete (!_iter) of [-enemysnowprojectile v]\n            [S] Remove Sprite (!getID)\n            delete (item # of (!getID) in [#chunkactive_sprites v]) of [#chunkactive_sprites v]\n            set [!velgravityy v] to ((item ((!getDataID) + (2)) of [^sd v]) * (0.4))\n            change [!velx v] by ((item ((!getDataID) + (1)) of [^sd v]) * (1.1))\n            change [!velz v] by ((item ((!getDataID) + (3)) of [^sd v]) * (1.1))\n            !T p Y [4]\n            start sound [snowHit v]\n        end\n    end\n    change [!_iter v] by (-1)\nend\n\ndefine !Update Axes\nset [!_iter v] to [0]\nrepeat (length of [-axes v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-axes v])\n    set [!getdataid v] to (((!getID) - (1)) * (^LD_Size))\n    set [!getdataid2 v] to (((!getID) - (1)) * (6))\n    if <<(item (!getID) of [@lineactive v]) = [1]> and <<(item ((!getDataID) + (1)) of [^ld v]) = [0]> or <(item (item ((!getDataID) + (1)) of [^ld v]) of [-triggerstate v]) > [0]>>> then\n        set [!getvalue v] to (((!timer) * (item ((!getDataID) + (2)) of [^ld v])) + (item ((!getDataID) + (8)) of [^ld v]))\n        !Get Vector Rotation Matrix (item ((!getDataID) + (5)) of [^ld v]) (item ((!getDataID) + (6)) of [^ld v]) (item ((!getDataID) + (7)) of [^ld v]) angle ([sin v] of (([sin v] of (!getValue) ) * (90)) ) ([cos v] of (([sin v] of (!getValue) ) * (90)) )\n        !Axe Part\n        [C] Sphere vs Quad (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius ((-PlayerRadius) + (40)) quad ID (item ((!getDataID) + (3)) of [^ld v])\n        if <(*collisionResult) = [0]> then\n            [C] Sphere vs Quad (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius ((-PlayerRadius) + (40)) quad ID (item ((!getDataID) + (3)) of [^ld v])\n        end\n        if <(*collisionResult) = [1]> then\n            set [!velx v] to (((([cos v] of (!getValue) ) * (item ((!getDataID) + (2)) of [^ld v])) * (10)) * (item ((!getDataID) + (7)) of [^ld v]))\n            set [!velz v] to (((([cos v] of (!getValue) ) * (item ((!getDataID) + (2)) of [^ld v])) * (-10)) * (item ((!getDataID) + (5)) of [^ld v]))\n            !T p Y [4]\n            set [!velgravityy v] to [100]\n        end\n    else\n        !Get Vector Rotation Matrix (item ((!getDataID) + (5)) of [^ld v]) (item ((!getDataID) + (6)) of [^ld v]) (item ((!getDataID) + (7)) of [^ld v]) angle ([sin v] of (90) ) ([cos v] of (90) )\n        !Axe Part\n    end\nend\n\ndefine [C] Sphere vs single triangle/quad (x) (y) (z) radius (radius) triangleID (id)\nif <(item (id) of [@triangle_active v]) = [1]> then\n    if <(item (id) of [#triangleisquad v]) = [1]> then\n        [C] Sphere vs Quad (x) (y) (z) radius (radius) quad ID (id)\n    else\n        [C] Sphere vs Triangle (x) (y) (z) radius (radius) Triangle ID: (id)\n    end\n    set [*finalcollision v] to (*collisionResult)\nend\n\ndefine !Update Boosting Circles\nset [!_iter v] to [0]\nrepeat (length of [-boostingcircles v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-boostingcircles v])\n    set [!getdataid v] to (((!getID) - (1)) * (^GD_Size))\n    if <(item (!getID) of [@gameobjectactive v]) = [1]> then\n        [T] Look At (item ((!getDataID) + (1)) of [^gd v]) (item ((!getDataID) + (2)) of [^gd v]) (item ((!getDataID) + (3)) of [^gd v]) roll ((45) * (item ((!getDataID) + (4)) of [^gd v]))\n        [G] Set Rotation of (!getID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n        replace item ((!getDataID) + (4)) of [^gd v] with ((item ((!getDataID) + (4)) of [^gd v]) + ((#DeltaTime) * ((1) + ((item ((!getDataID) + (5)) of [^gd v]) / (1)))))\n        if <(item ((!getDataID) + (5)) of [^gd v]) = [0]> then\n            [C] Sphere vs circle - sphere (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius) circle - (item (!getID) of [@gameobjectx v]) (item (!getID) of [@gameobjecty v]) (item (!getID) of [@gameobjectz v]) radius [100] normal (item ((!getDataID) + (1)) of [^gd v]) (item ((!getDataID) + (2)) of [^gd v]) (item ((!getDataID) + (3)) of [^gd v])\n            if <(*collisionResult) = [1]> then\n                change [!velx v] by (((<((!velX) + ((!moveX) * (-PlayerMoveSpeed))) > [0]> * (2)) - (1)) * (([abs v] of (item ((!getDataID) + (1)) of [^gd v]) ) * (320)))\n                change [!velgravityy v] by (<(!velGravityY) > [0]> * (([abs v] of (item ((!getDataID) + (2)) of [^gd v]) ) * (320)))\n                change [!velz v] by (((<((!velZ) + ((!moveZ) * (-PlayerMoveSpeed))) > [0]> * (2)) - (1)) * (([abs v] of (item ((!getDataID) + (3)) of [^gd v]) ) * (320)))\n                replace item ((!getDataID) + (5)) of [^gd v] with [5]\n                set [!falling v] to [0.3]\n                start sound (join [spinCircle] (-SoundBuffer))\n                set [-soundbuffer v] to (((-SoundBuffer) + (1)) mod (3))\n            end\n        else\n            replace item ((!getDataID) + (5)) of [^gd v] with ((item ((!getDataID) + (5)) of [^gd v]) + (() - (#DeltaTime)))\n            if <(item ((!getDataID) + (5)) of [^gd v]) < [0]> then\n                replace item ((!getDataID) + (5)) of [^gd v] with [0]\n            end\n        end\n        set [!getvalue v] to ([sin v] of ((item ((!getDataID) + (5)) of [^gd v]) * ((180) / (5))) )\n        [T] Get Color from RGBA [255] [150] [0] ((255) - ([floor v] of ((!getValue) * (255)) ))\n        replace item ((((!getID) - (1)) * (`MaxMaterials)) + (1)) of [@gameobjectmaterialdata v] with (*getColor)\n        [T] Get Color from RGBA [255] [200] [0] ((255) - ([floor v] of ((!getValue) * (255)) ))\n        replace item ((((!getID) - (1)) * (`MaxMaterials)) + (2)) of [@gameobjectmaterialdata v] with (*getColor)\n        replace item (!getID) of [@gameobjectsizex v] with ((1) + (!getValue))\n        replace item (!getID) of [@gameobjectsizey v] with ((1) + (!getValue))\n        replace item (!getID) of [@gameobjectsizez v] with ((1) + (!getValue))\n    end\nend\n\ndefine [G] Set Rotation of (id) to (x) (y) (z)\nreplace item (id) of [@gameobject_rotx v] with (x)\nreplace item (id) of [@gameobject_roty v] with (y)\nreplace item (id) of [@gameobject_rotz v] with (z)\n\ndefine [C] Sphere vs circle - sphere (sx) (sy) (sz) radius (sr) circle - (cx) (cy) (cz) radius (cr) normal (nx) (ny) (nz)\nset [~tempx v] to ((cx) - (sx))\nset [~tempy v] to ((cy) - (sy))\nset [~tempz v] to ((cz) - (sz))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nset [*collisionresult v] to <<not <(~mag) > ((sr) + (cr))>> and <not <([abs v] of ((((sx) * (nx)) + (((sy) * (ny)) + ((sz) * (nz)))) - (((cx) * (nx)) + (((cy) * (ny)) + ((cz) * (nz))))) ) > (sr)>>>\n\ndefine !Update Boss 2\nchange [-bossstate v] by (#DeltaTime)\nset [!getdataid v] to (((-BossID) - (1)) * (^GD_Size))\n!NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (-BossID) of [@gameobjectx v])) (((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (-BossID) of [@gameobjecty v])) * (0.32)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (-BossID) of [@gameobjectz v]))\nif <(!mag) < [100]> then\n    !Set p vel ((400) * (!getX)) [-200] ((400) * (!getZ))\n    !T p Y [8]\nend\nif <(-BossMoveType) = [1]> then\n    Boss Rotate Towards player [2]\n    if <(*return) < [10]> then\n        replace item (-BossID) of [@gameobjectmeshid v] with (&Boss_2_Idle)\n    else\n        !boss mesh (&Boss_2_Walk) aSp [5] mFr [10]\n    end\n    if <(-BossState) > [2]> then\n        replace item (-BossID) of [@gameobjectmeshid v] with (&Boss_2_Idle)\n        set [-bossstate v] to [0]\n        set [-bosssoundstate v] to [1]\n        if <(-BossMoveCounter) < ((((-BossMaxHealth) - (-BossHealth)) * (2)) + (3))> then\n            set [-bossmovetype v] to [2]\n        else\n            start sound [boss2Arm v]\n            set [-bossmovetype v] to [51]\n            set [-bossmovecounter v] to [0]\n            [T] Rotate Vertex [-190] [150] [120] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n            !Set bval ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\n        end\n    end\nelse\n    if <(-BossMoveType) = [2]> then\n        change [-bosssoundstate v] by (#DeltaTime)\n        if <(-BossSoundState) > [1]> then\n            change [-bosssoundstate v] by (-1)\n            start sound (join [robotWalk] (pick random (1) to (3)))\n        end\n        [T] Atan2 (!getX) (!getZ)\n        [T] Calculate Shortest Rotation Direction (-BossAngle) (((*getAngle) + (360)) mod (360))\n        set [-bossangle v] to (((360) + ((-BossAngle) + ((#DeltaTime) * ((2) * (*return))))) mod (360))\n        [T] Look At ([sin v] of (-BossAngle) ) ((0.05) * ([sin v] of ((-BossState) * (360)) )) ([cos v] of (-BossAngle) ) roll ((5) * ([sin v] of ((-BossState) * (180)) ))\n        [G] Set Rotation of (-BossID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n        !boss mesh (&Boss_2_Walk) aSp [5] mFr [10]\n        [G] Translate GameObject (-BossID) for ((!getX) * ((#DeltaTime) * ((250) * ([abs v] of ([sin v] of ((-BossState) * (180)) ) )))) [0] ((!getZ) * ((#DeltaTime) * ((250) * ([abs v] of ([sin v] of ((-BossState) * (180)) ) ))))\n        if <(-BossState) > [3]> then\n            if <(!mag) < [300]> then\n                [T] Rotate Vertex [190] [150] [120] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                !Set bval ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\n                set [-bossmovetype v] to [31]\n                set [-bossstate v] to [0]\n                [T] Look At ([sin v] of (-BossAngle) ) [0] ([cos v] of (-BossAngle) ) roll ((5) * ([sin v] of ((-BossState) * (180)) ))\n                [G] Set Rotation of (-BossID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n                replace item (-BossID) of [@gameobjectmeshid v] with (&Boss_2_Idle)\n                start sound [boss2Arm v]\n            else\n                if <(!mag) > [500]> then\n                    [T] Rotate Vertex [-190] [150] [120] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                    !Set bval ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\n                    set [-bossmovetype v] to [41]\n                    set [-bossstate v] to [0]\n                    set [-bossstate2 v] to [-1]\n                    [T] Look At ([sin v] of (-BossAngle) ) [0] ([cos v] of (-BossAngle) ) roll ((5) * ([sin v] of ((-BossState) * (180)) ))\n                    [G] Set Rotation of (-BossID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n                    replace item (-BossID) of [@gameobjectmeshid v] with (&Boss_2_Idle)\n                    start sound [boss2Arm v]\n                end\n            end\n        end\n    else\n        if <(-BossMoveType) = [31]> then\n            !NV2 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (-BossX)) (((item (-PlayerGameObjectID) of [@gameobjecty v]) + (((-BossState) * (400)) - (50))) - (-BossY)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (-BossZ))\n            !Ch bval ((!getX2) * ((#DeltaTime) * (200))) ((!getY2) * ((#DeltaTime) * (200))) ((!getZ2) * ((#DeltaTime) * (200)))\n            if <(-BossState) > [1]> then\n                set [-bossstate v] to [0]\n                set [-bossmovetype v] to [32]\n                start sound [boss2Arm v]\n            end\n            [T] Rotate Vertex [190] [150] [20] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n            !NV3 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) - (-BossX)) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) - (-BossZ))\n            [C] Sphere vs Sphere (X,Y,Z,radius) s1 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) + ((!getX3) * (-150))) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) + ((!getY3) * (-150))) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) + ((!getZ3) * (-150))) [125] s2 (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) (-PlayerRadius)\n            if <(*collisionResult) = [1]> then\n                !Set p vel ((!getX3) * (-1100)) [500] ((!getZ3) * (-1100))\n            end\n        else\n            if <(-BossMoveType) = [32]> then\n                [T] Rotate Vertex [190] [150] [120] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                !NV2 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) - (-BossX)) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) - (-BossZ))\n                if <(!mag2) > [20]> then\n                    !Ch bval ((!getX2) * ((#DeltaTime) * (200))) ((!getY2) * ((#DeltaTime) * (200))) ((!getZ2) * ((#DeltaTime) * (200)))\n                end\n                if <(-BossState) > [1.5]> then\n                    set [-bossstate v] to [0]\n                    change [-bossmovecounter v] by (1)\n                    set [-bossmovetype v] to [1]\n                end\n            else\n                if <(-BossMoveType) = [41]> then\n                    Boss Rotate Towards player [3]\n                    !NV2 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (-BossX)) (((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) - (-BossY)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (-BossZ))\n                    if <(!mag2) > [70]> then\n                        !Ch bval ((!getX2) * ((#DeltaTime) * (1000))) ((!getY2) * ((#DeltaTime) * (1000))) ((!getZ2) * ((#DeltaTime) * (1000)))\n                    else\n                        !Set bval (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v])\n                    end\n                    [T] Rotate Vertex [-190] [150] [20] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                    !NV3 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) - (-BossX)) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) - (-BossZ))\n                    change [-bossstate2 v] by (#DeltaTime)\n                    if <(-BossState2) > [0.4]> then\n                        change [-bossstate2 v] by (-0.4)\n                        !Calculate Projectile - origin (((~GetX1) + (item (-BossID) of [@gameobjectx v])) + ((!getX3) * (-150))) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) + ((!getY3) * (-150))) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) + ((!getZ3) * (-150))) target (-BossX) (-BossY) (-BossZ) power [1500] mode(-1 or 1) [-1] gravity (-SnowProjectileGravity) onlyTest <>\n                        !Snow projectile (((~GetX1) + (item (-BossID) of [@gameobjectx v])) + ((!getX3) * (-150))) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) + ((!getY3) * (-150))) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) + ((!getZ3) * (-150)))\n                    end\n                    if <(-BossState) > [3]> then\n                        set [-bossstate v] to [0]\n                        set [-bossmovetype v] to [42]\n                        set [-bossstate2 v] to [0]\n                        start sound [boss2Arm v]\n                    end\n                else\n                    if <(-BossMoveType) = [42]> then\n                        [T] Rotate Vertex [-190] [150] [120] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                        !NV2 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) - (-BossX)) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) - (-BossZ))\n                        if <(!mag2) > ((#MaxDeltaTime) * (501))> then\n                            !Ch bval ((!getX2) * ((#DeltaTime) * (1000))) ((!getY2) * ((#DeltaTime) * (1000))) ((!getZ2) * ((#DeltaTime) * (1000)))\n                        end\n                        if <(-BossState) > [1.5]> then\n                            set [-bossstate v] to [0]\n                            change [-bossmovecounter v] by (2)\n                            set [-bossmovetype v] to [1]\n                        end\n                    else\n                        if <(-BossMoveType) = [51]> then\n                            [T] Rotate Vertex [-190] [150] [20] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                            !NV2 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) - (-BossX)) ((((~GetY1) + (400)) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) - (-BossZ))\n                            if <(!mag2) > ((#MaxDeltaTime) * (201))> then\n                                !Ch bval ((!getX2) * ((#DeltaTime) * (400))) ((!getY2) * ((#DeltaTime) * (400))) ((!getZ2) * ((#DeltaTime) * (400)))\n                            end\n                            if <(-BossState) > [2.5]> then\n                                set [-bossstate v] to [0]\n                                set [-bossmovetype v] to [52]\n                                [T] Rotate Vertex [-190] [150] [20] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                                !NV3 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) - (-BossX)) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) - (-BossZ))\n                                !Set bval (((~GetX1) + (item (-BossID) of [@gameobjectx v])) + ((!getX3) * (-250))) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) + ((!getY3) * (-250))) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) + ((!getZ3) * (-250)))\n                                [S] Set position of (item ((!getDataID) + (6)) of [^gd v]) to (-BossX) (-BossY) (-BossZ)\n                                replace item (item ((!getDataID) + (6)) of [^gd v]) of [@sprite3d_size v] with [0]\n                                start sound [takeSnow v]\n                            end\n                        else\n                            if <(-BossMoveType) = [52]> then\n                                !Boss 2 take snow\n                                if <(-BossState) > [5]> then\n                                    set [-bossstate v] to [0]\n                                    set [-bossmovetype v] to [53]\n                                    !Calculate Projectile - origin (item (item ((!getDataID) + (6)) of [^gd v]) of [@sprite3d_x v]) (item (item ((!getDataID) + (6)) of [^gd v]) of [@sprite3d_y v]) (item (item ((!getDataID) + (6)) of [^gd v]) of [@sprite3d_z v]) target (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjecty v]) (item (-PlayerGameObjectID) of [@gameobjectz v]) power [2000] mode(-1 or 1) [1] gravity (-SnowProjectileGravity) onlyTest <>\n                                    !Boss 2 Set Big Snow Ball\n                                    set [-bosssoundstate v] to [1]\n                                end\n                            else\n                                if <(-BossMoveType) = [53]> then\n                                    change [-bosssoundstate v] by (#DeltaTime)\n                                    if <(-BossSoundState) > [1]> then\n                                        change [-bosssoundstate v] by (-1)\n                                        start sound (join [robotWalk] (pick random (1) to (3)))\n                                    end\n                                    [T] Rotate Vertex [-190] [150] [300] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                                    !NV2 (((~GetX1) + (item (-BossID) of [@gameobjectx v])) - (-BossX)) (((~GetY1) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) (((~GetZ1) + (item (-BossID) of [@gameobjectz v])) - (-BossZ))\n                                    if <(!mag2) > ((#MaxDeltaTime) * (501))> then\n                                        !Ch bval ((!getX2) * ((#DeltaTime) * (1000))) ((!getY2) * ((#DeltaTime) * (1000))) ((!getZ2) * ((#DeltaTime) * (1000)))\n                                    end\n                                    [T] Atan2 (!getX) (!getZ)\n                                    [T] Calculate Shortest Rotation Direction (-BossAngle) (((*getAngle) + (360)) mod (360))\n                                    set [-bossangle v] to (((360) + ((-BossAngle) + ((#DeltaTime) * ((2) * (*return))))) mod (360))\n                                    [T] Look At ([sin v] of (-BossAngle) ) ((0.05) * ([sin v] of ((-BossState) * (360)) )) ([cos v] of (-BossAngle) ) roll ((5) * ([sin v] of ((-BossState) * (180)) ))\n                                    [G] Set Rotation of (-BossID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n                                    !boss mesh (&Boss_2_Walk) aSp [5] mFr [10]\n                                    [G] Translate GameObject (-BossID) for ((!getX) * ((#DeltaTime) * ((250) * ([abs v] of ([sin v] of ((-BossState) * (180)) ) )))) [0] ((!getZ) * ((#DeltaTime) * ((250) * ([abs v] of ([sin v] of ((-BossState) * (180)) ) ))))\n                                    !Boss2 Update Big Snow Ball (item ((!getDataID) + (6)) of [^gd v]) shadow ID (item ((!getDataID) + (7)) of [^gd v])\n                                else\n                                    if <(-BossMoveType) = [6]> then\n                                        [T] Look At ([sin v] of (-BossAngle) ) ((0.1) * ([sin v] of ((-BossState) * (360)) )) ([cos v] of (-BossAngle) ) roll ((10) * ([sin v] of ((-BossState) * (180)) ))\n                                        [G] Set Rotation of (-BossID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n                                        if <(-BossState) > [5]> then\n                                            set [-bossstate v] to [0]\n                                            [T] Look At ([sin v] of (-BossAngle) ) [0] ([cos v] of (-BossAngle) ) roll [0]\n                                            [G] Set Rotation of (-BossID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n                                            if <(-BossHealth) > [0]> then\n                                                set [-bossmovetype v] to [1]\n                                            else\n                                                set [-bossmovetype v] to [7]\n                                                [T] Rotate Vertex [0] [0] [500] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n                                                !Set bval ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\n                                                !Camera Enable Focus\n                                                start sound [boss2end v]\n                                            end\n                                        end\n                                    else\n                                        if <(-BossMoveType) = [7]> then\n                                            !NV2 ((item (-BossID) of [@gameobjectx v]) - (-BossX)) (((1200) + (item (-BossID) of [@gameobjecty v])) - (-BossY)) ((item (-BossID) of [@gameobjectz v]) - (-BossZ))\n                                            replace item (-BossID) of [@gameobjecty v] with ((item (-BossID) of [@gameobjecty v]) + ((#DeltaTime) * ((-BossState) * (25))))\n                                            if <(!mag2) > ((#MaxDeltaTime) * (901))> then\n                                                !Ch bval ((!getX2) * ((#DeltaTime) * ((-BossState) * (300)))) ((!getY2) * ((#DeltaTime) * ((-BossState) * (300)))) ((!getZ2) * ((#DeltaTime) * ((-BossState) * (300))))\n                                            end\n                                            !Cam Set Foc (item (-BossID) of [@gameobjectx v]) (item (-BossID) of [@gameobjecty v]) (item (-BossID) of [@gameobjectz v])\n                                            [T] Look At ((-BossX) - (item (-BossID) of [@gameobjectx v])) ((-BossY) - (item (-BossID) of [@gameobjecty v])) ((-BossZ) - (item (-BossID) of [@gameobjectz v])) roll [0]\n                                            [G] Set Rotation of (-BossID) to (*getAngleX) (*getAngleY) (*getAngleZ)\n                                            if <(-BossState) > [3]> then\n                                                set [-bossmovetype v] to [8]\n                                                !Add Final Coin at (item ((!getDataID) + (1)) of [^gd v]) ((item ((!getDataID) + (2)) of [^gd v]) + (650)) (item ((!getDataID) + (3)) of [^gd v]) hidden <>\n                                                add (*newID) to [#chunkactive_gameobject v]\n                                                add (*newID) to [-finalcoins v]\n                                                set [-bossstate v] to [0]\n                                            end\n                                        else\n                                            if <(-BossMoveType) = [8]> then\n                                                replace item (item (1) of [-finalcoins v]) of [@gameobjecty v] with (((item ((!getDataID) + (2)) of [^gd v]) + (((3) - (-BossState)) * ((500) / (3)))) + (150))\n                                                !Cam Set Foc (item (item (1) of [-finalcoins v]) of [@gameobjectx v]) (item (item (1) of [-finalcoins v]) of [@gameobjecty v]) (item (item (1) of [-finalcoins v]) of [@gameobjectz v])\n                                                [T] Camera Set Position ((item ((!getDataID) + (1)) of [^gd v]) + (800)) (((item ((!getDataID) + (2)) of [^gd v]) + (((3) - (-BossState)) * ((1000) / (3)))) + (400)) ((item ((!getDataID) + (3)) of [^gd v]) + (800))\n                                                if <(-BossState) > [3]> then\n                                                    set [-bossmovetype v] to [0]\n                                                    !Camera Disable Focus\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n!Update Boss2 Hands Push\n!Update Boss 2 Hand Shoot\n\ndefine !Update Boss2 Hands Push\nset [-bossgetid v] to (item ((!getDataID) + (4)) of [^gd v])\n[T] Rotate Vertex [190] [150] [20] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n[G] Set Position of (-BossGetID) to ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\nif <<(-BossMoveType) = [31]> or <(-BossMoveType) = [32]>> then\n    [T] Get Quaternion Look At v1: ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v])) v2: (-BossX) (-BossY) (-BossZ)\n    [T] Get Euler Angles From Quaternion (!quatX) (!quatY) (!quatZ) (!quatW)\n    [G] Set Rotation of (-BossGetID) to (*getAngleX) (*getAngleY) (*getAngleZ)\nelse\n    [G] Set Rotation of (-BossGetID) to (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\nend\n\ndefine !Update Boss 2 Hand Shoot\nset [-bossgetid v] to (item ((!getDataID) + (5)) of [^gd v])\n[T] Rotate Vertex [-190] [150] [20] around [0] [0] [0] for angles (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\n[G] Set Position of (-BossGetID) to ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\nif <<(-BossState2) > [0]> and <(-BossState) > [1.2]>> then\n    replace item (-BossGetID) of [@gameobjectmeshid v] with ((&Boss_2_HandShoot) + ([floor v] of (([sin v] of ((((-BossState2) + (0.2)) mod (0.399)) * ((180) / (0.401))) ) * (5)) ))\nelse\n    replace item (-BossGetID) of [@gameobjectmeshid v] with (&Boss_2_HandShoot)\nend\nif <<<(-BossMoveType) = [41]> or <(-BossMoveType) = [42]>> or <(letter (1) of (-BossMoveType)) = [5]>> then\n    [T] Get Quaternion Look At v1: ((~GetX1) + (item (-BossID) of [@gameobjectx v])) ((~GetY1) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v])) v2: (-BossX) (-BossY) (-BossZ)\n    [T] Get Euler Angles From Quaternion (!quatX) (!quatY) (!quatZ) (!quatW)\n    [G] Set Rotation of (-BossGetID) to (*getAngleX) (*getAngleY) (*getAngleZ)\nelse\n    [G] Set Rotation of (-BossGetID) to (item (-BossID) of [@gameobject_rotx v]) (item (-BossID) of [@gameobject_roty v]) (item (-BossID) of [@gameobject_rotz v])\nend\n\ndefine !Delete So Game Can Save\n[E] DeleteALL\n[E] Delete Class Data\ndelete all of [#chunkactive_gameobject v]\ndelete all of [#chunkactive_sprites v]\ndelete all of [#chunkactive_triangles v]\ndelete all of [#chunkactive_lines v]\ndelete all of [#chunkconnections v]\ndelete all of [#chunkdata v]\ndelete all of [~loadtemp v]\ndelete all of [~templist v]\ndelete all of [debug2 v]\ndelete all of [!quaterniondata v]\ndelete all of [!vectorrotationmatrix v]\ndelete all of [~getchunks v]\nset [~load_chunks v] to []\nset [~load_triangles v] to []\nset [~load_points v] to []\nset [~load_lines v] to []\nset [~tempx v] to []\nset [~tempy v] to []\nset [~tempz v] to []\nset [~mag v] to []\n\nwhen I receive [deletealldata v]\n!Delete So Game Can Save\n\ndefine [T] Look At (x) (y) (z) roll (r)\n[T] Get Quaternion Look At v1: [0] [0] [0] v2: (x) (y) (z)\n[T] Get Quaternion From Axis and angle (x) (y) (z) angle (r)\n[T] Multiply Two Quaternions (!quatX2) (!quatY2) (!quatZ2) (!quatW2) q2 (!quatX) (!quatY) (!quatZ) (!quatW)\n[T] Get Euler Angles From Quaternion (!quatX) (!quatY) (!quatZ) (!quatW)\n\ndefine !Boss 2 take snow\nset [-bossgetid v] to (item ((((-BossID) - (1)) * (^GD_Size)) + (6)) of [^gd v])\nreplace item (-BossGetID) of [@sprite3d_active v] with [1]\nreplace item (-BossGetID) of [@sprite3d_size v] with (((35) * (#DeltaTime)) + (item (-BossGetID) of [@sprite3d_size v]))\nreplace item (-BossGetID) of [@sprite3d_y v] with ((item (-BossGetID) of [@sprite3d_y v]) + ((#DeltaTime) * (12)))\nset [!_iter v] to (length of [-snowparticles v])\nrepeat (length of [-snowparticles v])\n    set [!getid v] to (item (!_iter) of [-snowparticles v])\n    set [!getx2 v] to ((-BossX) - (item (!getID) of [@sprite3d_x v]))\n    set [!gety2 v] to (((-BossY) + (100)) - (item (!getID) of [@sprite3d_y v]))\n    set [!getz2 v] to ((-BossZ) - (item (!getID) of [@sprite3d_z v]))\n    set [!mag2 v] to ([sqrt v] of (((!getX2) * (!getX2)) + (((!getY2) * (!getY2)) + ((!getZ2) * (!getZ2)))) )\n    [S] Translate Sprite (!getID) for ((!getX2) * (#DeltaTime)) ((!getY2) * (#DeltaTime)) ((!getZ2) * (#DeltaTime))\n    replace item (!getID) of [@sprite3d_alpha v] with ((((item (!getID) of [@sprite3d_y v]) - (item (-PlayerGameObjectID) of [@gameobjecty v])) + (100)) * (-0.25))\n    if <(!mag2) < [150]> then\n        [S] Remove Sprite (!getID)\n        delete (!_iter) of [-snowparticles v]\n        delete (item # of (!getID) in [#chunkactive_sprites v]) of [#chunkactive_sprites v]\n    end\n    change [!_iter v] by (-1)\nend\n\ndefine !Boss 2 Set Big Snow Ball\nif <(!return) = [1]> then\n    set [!getdataid2 v] to (((item ((!getDataID) + (6)) of [^gd v]) - (1)) * (^SD_Size))\n    replace item ((!getDataID2) + (1)) of [^sd v] with (*returnX)\n    replace item ((!getDataID2) + (2)) of [^sd v] with (*returnY)\n    replace item ((!getDataID2) + (3)) of [^sd v] with (*returnZ)\n    start sound [throwSound v]\nend\n\ndefine !Boss2 Update Big Snow Ball (snowball_id) shadow ID (shadowid)\nset [!getid v] to (snowball_id)\nset [!getdataid2 v] to (((!getID) - (1)) * (^SD_Size))\n[S] Translate Sprite (!getID) for ((item ((!getDataID2) + (1)) of [^sd v]) * (#DeltaTime)) ((item ((!getDataID2) + (2)) of [^sd v]) * (#DeltaTime)) ((item ((!getDataID2) + (3)) of [^sd v]) * (#DeltaTime))\nreplace item ((!getDataID2) + (2)) of [^sd v] with ((item ((!getDataID2) + (2)) of [^sd v]) + (() - ((#DeltaTime) * (-SnowProjectileGravity))))\nreplace item (shadowid) of [@sprite3d_active v] with [1]\n[C] Sphere vs ALL triangles (item (!getID) of [@sprite3d_x v]) (item (!getID) of [@sprite3d_y v]) (item (!getID) of [@sprite3d_z v]) radius [100]\nif <(*finalCollision) = [1]> then\n    start sound [snowHit v]\n    replace item (snowball_id) of [@sprite3d_active v] with [0]\n    replace item (shadowid) of [@sprite3d_active v] with [0]\n    set [-bossmovetype v] to [1]\n    set [-bossstate v] to [0]\n    !Boss 2 Add smaller snow balls (!getID)\n    start sound [boss2idle v]\nend\nif <(item (!getID) of [@sprite3d_y v]) < ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (1000))> then\n    replace item (snowball_id) of [@sprite3d_active v] with [0]\n    replace item (shadowid) of [@sprite3d_active v] with [0]\n    set [-bossmovetype v] to [1]\n    set [-bossstate v] to [0]\n    stop [this script v]\nend\n!NV3 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) ((((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) - (150)) - (item (!getID) of [@sprite3d_y v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\nif <(!mag3) < [300]> then\n    set [!velgravityy v] to [30]\n    change [!velx v] by ((item ((!getDataID2) + (1)) of [^sd v]) * (5))\n    change [!velz v] by ((item ((!getDataID2) + (3)) of [^sd v]) * (5))\n    !T p Y [4]\n    start sound [snowHit v]\n    start sound [boss2idle v]\n    replace item (snowball_id) of [@sprite3d_active v] with [0]\n    replace item (shadowid) of [@sprite3d_active v] with [0]\n    set [-bossmovetype v] to [1]\n    set [-bossstate v] to [0]\n    !Boss 2 Add smaller snow balls (!getID)\n    stop [this script v]\nend\n!NV3 ((item (-BossID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) (((item (-BossID) of [@gameobjecty v]) - (150)) - (item (!getID) of [@sprite3d_y v])) ((item (-BossID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\nif <(!mag3) < [450]> then\n    start sound [boss2hit v]\n    replace item (snowball_id) of [@sprite3d_active v] with [0]\n    replace item (shadowid) of [@sprite3d_active v] with [0]\n    change [-bosshealth v] by (-1)\n    set [-bossmovetype v] to [6]\n    set [-bossstate v] to [0]\n    !Boss 2 Add smaller snow balls (!getID)\n    replace item (-BossID) of [@gameobjectmeshid v] with (&Boss_2_Idle)\n    stop [this script v]\nend\n[S] Set position of (shadowid) to (item (!getID) of [@sprite3d_x v]) ((item ((!getDataID) + (2)) of [^gd v]) + (20)) (item (!getID) of [@sprite3d_z v])\nreplace item (shadowid) of [@sprite3d_size v] with ((((item (!getID) of [@sprite3d_y v]) - (item ((!getDataID) + (2)) of [^gd v])) * (0.125)) + (900))\nreplace item (shadowid) of [@sprite3d_alpha v] with (((item (!getID) of [@sprite3d_y v]) - (item ((!getDataID) + (2)) of [^gd v])) * (0.015))\n\ndefine !Boss 2 Add smaller snow balls (snowballid)\nset [!_iter v] to [0]\nrepeat (8)\n    change [!_iter v] by (1)\n    [S] Add Sprite3D - costume name [snowball] at (item (snowballid) of [@sprite3d_x v]) (item (snowballid) of [@sprite3d_y v]) (item (snowballid) of [@sprite3d_z v]) size [50] chunkID [-1 auto] [0]\n    add (*newID) to [-enemysnowprojectile v]\n    add (*newID) to [#chunkactive_sprites v]\n    set [!getdataid2 v] to (((*newID) - (1)) * (^SD_Size))\n    replace item ((!getDataID2) + (1)) of [^sd v] with ((600) * ([cos v] of ((!_iter) * ((360) / (8))) ))\n    replace item ((!getDataID2) + (2)) of [^sd v] with [150]\n    replace item ((!getDataID2) + (3)) of [^sd v] with ((600) * ([sin v] of ((!_iter) * ((360) / (8))) ))\nend\n\nwhen [7 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [7] Soft Reset <>\nend\n\nwhen [8 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [8] Soft Reset <>\nend\n\nwhen [9 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [9] Soft Reset <>\nend\n\ndefine !Update Ropes\nset [!_iter v] to [0]\nrepeat (length of [-ropes v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-ropes v])\n    if <(item (!getID) of [@lineactive v]) = [1]> then\n        set [!getdataid v] to (((!getID) - (1)) * (^LD_Size))\n        if <<(!playerRopeCooldown) = [0]> or <not <(!oldRopeID) = (!getID)>>> then\n            [C] Sphere vs Line3D - sphere (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius ((-PlayerRadius) * (0.8)) Line p1: (item (!getID) of [@linesx1 v]) (item (!getID) of [@linesy1 v]) (item (!getID) of [@linesz1 v]) p2: (item (!getID) of [@linesx2 v]) (item (!getID) of [@linesy2 v]) (item (!getID) of [@linesz2 v]) radius (item (!getID) of [@linesize v])\n            if <(*collisionResult) = [1]> then\n                if <(!PlayerRopeID) = [0]> then\n                    !NV1 ((*colX) - (item (!getID) of [@linesx1 v])) ((*colY) - (item (!getID) of [@linesy1 v])) ((*colZ) - (item (!getID) of [@linesz1 v]))\n                    set [!playerdistrope v] to (!mag)\n                    if <(!PlayerDistRope) < [100]> then\n                        set [!playerdistrope v] to [100]\n                    end\n                    set [!playerropeid v] to (!getID)\n                    set [!oldropeid v] to (!getID)\n                    set [!stretch v] to [1]\n                    replace item (-PlayerGameObjectID) of [@gameobjectsizey v] with [1]\n                    set [!animationstate v] to (!playerOffRope)\n                    set [!playeroffrope v] to [0]\n                    [T] Atan2 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@linesx1 v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@linesz1 v]))\n                    [T] Calculate Shortest Rotation Direction ((item ((!getDataID) + (2)) of [^ld v]) mod (360)) (((90) + (*getAngle)) mod (360))\n                    set [!templocal v] to (*return)\n                    [T] Calculate Shortest Rotation Direction ((item ((!getDataID) + (2)) of [^ld v]) mod (360)) (((270) + (*getAngle)) mod (360))\n                    if <([abs v] of (!tempLocal) ) < ([abs v] of (*return) )> then\n                        replace item ((!getDataID) + (2)) of [^ld v] with (((90) + (*getAngle)) mod (360))\n                        replace item ((!getDataID) + (5)) of [^ld v] with (([sqrt v] of (((!velX) * (!velX)) + ((!velZ) * (!velZ))) ) / (3))\n                    else\n                        replace item ((!getDataID) + (2)) of [^ld v] with (((270) + (*getAngle)) mod (360))\n                        replace item ((!getDataID) + (5)) of [^ld v] with (([sqrt v] of (((!velX) * (!velX)) + ((!velZ) * (!velZ))) ) / (-3))\n                    end\n                end\n            end\n        end\n        if <not <(item ((!getDataID) + (5)) of [^ld v]) = [0]>> then\n            set [!getsign v] to (([abs v] of (item ((!getDataID) + (5)) of [^ld v]) ) / (item ((!getDataID) + (5)) of [^ld v]))\n            replace item ((!getDataID) + (5)) of [^ld v] with ((item ((!getDataID) + (5)) of [^ld v]) + ((!getSign) * ((-100) * (#DeltaTime))))\n            if <((item ((!getDataID) + (5)) of [^ld v]) * (!getSign)) < [0]> then\n                replace item ((!getDataID) + (5)) of [^ld v] with [0]\n            end\n        end\n        replace item ((!getDataID) + (5)) of [^ld v] with ((item ((!getDataID) + (5)) of [^ld v]) + ((#DeltaTime) * (([sin v] of (item ((!getDataID) + (3)) of [^ld v]) ) * (-1000))))\n        if <([abs v] of (item ((!getDataID) + (5)) of [^ld v]) ) > [250]> then\n            replace item ((!getDataID) + (5)) of [^ld v] with (((<(item ((!getDataID) + (5)) of [^ld v]) > [0]> * (2)) + (-1)) * (200))\n        end\n        replace item ((!getDataID) + (2)) of [^ld v] with (((item ((!getDataID) + (2)) of [^ld v]) + ((#DeltaTime) * (item ((!getDataID) + (4)) of [^ld v]))) mod (360))\n        replace item ((!getDataID) + (3)) of [^ld v] with ((item ((!getDataID) + (3)) of [^ld v]) + (((#DeltaTime) * (item ((!getDataID) + (5)) of [^ld v])) * (0.625)))\n        replace item (!getID) of [@linesx2 v] with ((item (!getID) of [@linesx1 v]) + ((item ((!getDataID) + (1)) of [^ld v]) * (([cos v] of (item ((!getDataID) + (2)) of [^ld v]) ) * ([sin v] of (item ((!getDataID) + (3)) of [^ld v]) ))))\n        replace item (!getID) of [@linesy2 v] with ((item (!getID) of [@linesy1 v]) + ((item ((!getDataID) + (1)) of [^ld v]) * (() - ([cos v] of (item ((!getDataID) + (3)) of [^ld v]) ))))\n        replace item (!getID) of [@linesz2 v] with ((item (!getID) of [@linesz1 v]) + ((item ((!getDataID) + (1)) of [^ld v]) * (() - (([sin v] of (item ((!getDataID) + (2)) of [^ld v]) ) * ([sin v] of (item ((!getDataID) + (3)) of [^ld v]) )))))\n    end\nend\nif <(!PlayerRopeID) > [0]> then\n    set [!getdataid v] to (((!PlayerRopeID) - (1)) * (^LD_Size))\n    if <(!PlayerDistRope) < (item ((!getDataID) + (1)) of [^ld v])> then\n        change [!playerdistrope v] by ((#DeltaTime) * (300))\n        if <(!PlayerDistRope) > (item ((!getDataID) + (1)) of [^ld v])> then\n            set [!playerdistrope v] to (item ((!getDataID) + (1)) of [^ld v])\n        end\n    end\n    change [!animationstate v] by ((#DeltaTime) * (30))\n    if <(!animationState) > [10]> then\n        set [!animationstate v] to [10]\n    end\n    replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerHoldRope) + (([ceiling v] of (!animationState) ) - (1)))\n    !NV1 ((item (!PlayerRopeID) of [@linesx2 v]) - (item (!PlayerRopeID) of [@linesx1 v])) ((item (!PlayerRopeID) of [@linesy2 v]) - (item (!PlayerRopeID) of [@linesy1 v])) ((item (!PlayerRopeID) of [@linesz2 v]) - (item (!PlayerRopeID) of [@linesz1 v]))\n    [G] Set Position of (-PlayerGameObjectID) to ((item (!PlayerRopeID) of [@linesx1 v]) + ((!getX) * (!PlayerDistRope))) ((item (!PlayerRopeID) of [@linesy1 v]) + (((!getY) * (!PlayerDistRope)) + (() - (-PlayerYColOffset)))) ((item (!PlayerRopeID) of [@linesz1 v]) + ((!getZ) * (!PlayerDistRope)))\n    !Walk Move\n    set [!playertargetnormalx v] to (() - (!getX))\n    set [!playertargetnormaly v] to (() - (!getY))\n    set [!playertargetnormalz v] to (() - (!getZ))\n    [T] Normal Rotate (!playerTargetNormalX) (!playerTargetNormalY) (!playerTargetNormalZ)\n    replace item (-PlayerGameObjectID) of [@gameobject_rotx v] with (*getAngleX)\n    replace item (-PlayerGameObjectID) of [@gameobject_rotz v] with (*getAngleZ)\n    [T] Calculate Shortest Rotation Direction ((item ((!getDataID) + (2)) of [^ld v]) mod (360)) (((180) - (!targetAngle)) mod (360))\n    set [!templocal v] to (*return)\n    if <(!isWalking) = [1]> then\n        replace item ((!getDataID) + (5)) of [^ld v] with ((item ((!getDataID) + (5)) of [^ld v]) + (([cos v] of (*return) ) * ((#DeltaTime) * (400))))\n        [T] Calculate Shortest Rotation Direction ((item ((!getDataID) + (2)) of [^ld v]) mod (360)) (((360) - (!targetAngle)) mod (360))\n        if <([abs v] of (!tempLocal) ) < ([abs v] of (*return) )> then\n            set [*return v] to (!tempLocal)\n        end\n        replace item ((!getDataID) + (2)) of [^ld v] with ((item ((!getDataID) + (2)) of [^ld v]) + (([sin v] of (*return) ) * ((#DeltaTime) * (80))))\n    end\n    if <($JumpPressed) = [1]> then\n        set [!playerropeid v] to [0]\n        !Set p vel ((([cos v] of (item ((!getDataID) + (2)) of [^ld v]) ) * (item ((!getDataID) + (5)) of [^ld v])) * (3)) [150] ((([sin v] of (item ((!getDataID) + (2)) of [^ld v]) ) * (item ((!getDataID) + (5)) of [^ld v])) * (-3))\n        set [!playerropecooldown v] to ((([abs v] of ([sin v] of (item ((!getDataID) + (3)) of [^ld v]) ) ) * (1.25)) + ((([abs v] of (item ((!getDataID) + (5)) of [^ld v]) ) / (175)) + (0.2)))\n        set [!playeroffrope v] to [10]\n        if <([abs v] of (item ((!getDataID) + (5)) of [^ld v]) ) > [10]> then\n            start sound [Jump v]\n        end\n        set [!falling v] to [0]\n    end\nelse\n    change [!playerropecooldown v] by (() - (#DeltaTime))\n    if <(!playerRopeCooldown) < [0]> then\n        set [!playerropecooldown v] to [0]\n    end\n    change [!playeroffrope v] by ((-20) * (#DeltaTime))\n    if <(!playerOffRope) < [0]> then\n        set [!playeroffrope v] to [0]\n    end\nend\n\ndefine !NV1 (x) (y) (z)\nset [!mag v] to ([sqrt v] of (((x) * (x)) + (((y) * (y)) + ((z) * (z)))) )\nset [!getx v] to ((x) / (!mag))\nset [!gety v] to ((y) / (!mag))\nset [!getz v] to ((z) / (!mag))\n\ndefine [G] Set Position of (id) to (x) (y) (z)\nreplace item (id) of [@gameobjectx v] with (x)\nreplace item (id) of [@gameobjecty v] with (y)\nreplace item (id) of [@gameobjectz v] with (z)\n\ndefine !NV2 (x) (y) (z)\nset [!mag2 v] to ([sqrt v] of (((x) * (x)) + (((y) * (y)) + ((z) * (z)))) )\nset [!getx2 v] to ((x) / (!mag2))\nset [!gety2 v] to ((y) / (!mag2))\nset [!getz2 v] to ((z) / (!mag2))\n\ndefine !Ch bval (x) (y) (z)\nchange [-bossx v] by (x)\nchange [-bossy v] by (y)\nchange [-bossz v] by (z)\n\ndefine !Set bval (x) (y) (z)\nset [-bossx v] to (x)\nset [-bossy v] to (y)\nset [-bossz v] to (z)\n\ndefine !Set p vel (x) (y) (z)\nset [!velx v] to (x)\nset [!velgravityy v] to (y)\nset [!velz v] to (z)\n\ndefine !NV3 (x) (y) (z)\nset [!mag3 v] to ([sqrt v] of (((x) * (x)) + (((y) * (y)) + ((z) * (z)))) )\nset [!getx3 v] to ((x) / (!mag3))\nset [!gety3 v] to ((y) / (!mag3))\nset [!getz3 v] to ((z) / (!mag3))\n\ndefine [S] Set position of (id) to (x) (y) (z)\nreplace item (id) of [@sprite3d_x v] with (x)\nreplace item (id) of [@sprite3d_y v] with (y)\nreplace item (id) of [@sprite3d_z v] with (z)\n\ndefine [S] Translate Sprite (id) for (x) (y) (z)\nreplace item (id) of [@sprite3d_x v] with ((item (id) of [@sprite3d_x v]) + (x))\nreplace item (id) of [@sprite3d_y v] with ((item (id) of [@sprite3d_y v]) + (y))\nreplace item (id) of [@sprite3d_z v] with ((item (id) of [@sprite3d_z v]) + (z))\n\ndefine !Update Enemy Jump\nset [!_iter v] to [0]\nrepeat (length of [-enemyjump v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-enemyjump v])\n    set [!getdataid v] to (((!getID) - (1)) * (^SD_Size))\n    if <(item (!getID) of [@sprite3d_active v]) = [1]> then\n        !NVNY2 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\n        if <<([abs v] of ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item ((!getDataID) + (2)) of [^sd v])) ) < (item ((!getDataID) + (5)) of [^sd v])> and <([abs v] of ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item ((!getDataID) + (4)) of [^sd v])) ) < (item ((!getDataID) + (6)) of [^sd v])>> then\n            !NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (!getID) of [@sprite3d_y v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\n            if <not <(item ((!getDataID) + (3)) of [^sd v]) = (item (!getID) of [@sprite3d_y v])>> then\n                replace item (!getID) of [@sprite3d_x v] with ((item (!getID) of [@sprite3d_x v]) + ((!getX) * ((400) * (#DeltaTime))))\n                replace item (!getID) of [@sprite3d_z v] with ((item (!getID) of [@sprite3d_z v]) + ((!getZ) * ((400) * (#DeltaTime))))\n            end\n        else\n            !NV1 ((item ((!getDataID) + (2)) of [^sd v]) - (item (!getID) of [@sprite3d_x v])) ((item ((!getDataID) + (3)) of [^sd v]) - (item (!getID) of [@sprite3d_y v])) ((item ((!getDataID) + (4)) of [^sd v]) - (item (!getID) of [@sprite3d_z v]))\n            if <(!mag) > [13]> then\n                replace item (!getID) of [@sprite3d_x v] with ((item (!getID) of [@sprite3d_x v]) + ((!getX) * ((100) * (#DeltaTime))))\n                replace item (!getID) of [@sprite3d_z v] with ((item (!getID) of [@sprite3d_z v]) + ((!getZ) * ((100) * (#DeltaTime))))\n            end\n        end\n        !NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (!getID) of [@sprite3d_x v])) ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (!getID) of [@sprite3d_y v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (!getID) of [@sprite3d_z v]))\n        if <(!mag) < ((-PlayerRadius) * (2))> then\n            if <(item (-PlayerGameObjectID) of [@gameobjecty v]) > ((item (!getID) of [@sprite3d_y v]) + (50))> then\n                if <(!velGravityY) < [-100]> then\n                    replace item (!getID) of [@sprite3d_active v] with [0]\n                    set [!velgravityy v] to [400]\n                    start sound (join [squash] (pick random (1) to (2)))\n                    set [!getdataid2 v] to (((item ((!getDataID) + (12)) of [^sd v]) - (1)) * (^TD_Size))\n                    repeat (7)\n                        change [!getdataid2 v] by (1)\n                        replace item (item (!getDataID2) of [^td v]) of [@triangle_active v] with [0]\n                    end\n                else\n                    !Set p vel ((!getX2) * (300)) [0] ((!getZ2) * (300))\n                end\n            else\n                !Set p vel ((!getX2) * (600)) [-100] ((!getZ2) * (600))\n            end\n        end\n        replace item ((!getDataID) + (7)) of [^sd v] with ((item ((!getDataID) + (7)) of [^sd v]) + (#DeltaTime))\n        if <(item ((!getDataID) + (7)) of [^sd v]) > [2]> then\n            if <<([abs v] of ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item ((!getDataID) + (2)) of [^sd v])) ) < ((item ((!getDataID) + (5)) of [^sd v]) + (300))> and <([abs v] of ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item ((!getDataID) + (4)) of [^sd v])) ) < ((item ((!getDataID) + (6)) of [^sd v]) + (300))>> then\n                replace item ((!getDataID) + (7)) of [^sd v] with [0]\n                replace item ((!getDataID) + (8)) of [^sd v] with [800]\n                replace item ((!getDataID) + (10)) of [^sd v] with [1]\n                start sound [jumpenemy v]\n            end\n        end\n        replace item ((!getDataID) + (8)) of [^sd v] with ((item ((!getDataID) + (8)) of [^sd v]) + ((-1250) * (#DeltaTime)))\n        replace item (!getID) of [@sprite3d_y v] with ((item (!getID) of [@sprite3d_y v]) + ((#DeltaTime) * (item ((!getDataID) + (8)) of [^sd v])))\n        if <(item (!getID) of [@sprite3d_y v]) < (item ((!getDataID) + (3)) of [^sd v])> then\n            replace item (!getID) of [@sprite3d_y v] with (item ((!getDataID) + (3)) of [^sd v])\n            replace item ((!getDataID) + (8)) of [^sd v] with [0]\n            if <(item ((!getDataID) + (10)) of [^sd v]) = [1]> then\n                replace item ((!getDataID) + (10)) of [^sd v] with [0]\n                replace item ((!getDataID) + (11)) of [^sd v] with [1]\n                start sound [enemyjumpsplash v]\n            end\n        end\n        if <(item ((!getDataID) + (11)) of [^sd v]) = [1]> then\n            replace item ((!getDataID) + (9)) of [^sd v] with ((item ((!getDataID) + (9)) of [^sd v]) + ((#DeltaTime) * (500)))\n            if <(item ((!getDataID) + (9)) of [^sd v]) > [400]> then\n                replace item ((!getDataID) + (11)) of [^sd v] with [0]\n                replace item ((!getDataID) + (9)) of [^sd v] with [0]\n            end\n            [C] Sphere vs circle - sphere (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius) circle - (item (!getID) of [@sprite3d_x v]) (item (!getID) of [@sprite3d_y v]) (item (!getID) of [@sprite3d_z v]) radius (item ((!getDataID) + (9)) of [^sd v]) normal [0] [1] [0]\n            if <(*collisionResult) = [1]> then\n                !Set p vel ((!getX2) * (800)) [200] ((!getZ2) * (800))\n                !T p Y [8]\n            end\n        end\n        [T] Get Color from RGBA [0] [100] [0] ([floor v] of ((255) - ((item ((!getDataID) + (9)) of [^sd v]) * (0.637))) )\n        set [!_iter2 v] to [0]\n        set [!getdataid2 v] to (((item ((!getDataID) + (12)) of [^sd v]) - (1)) * (^TD_Size))\n        repeat (7)\n            change [!_iter2 v] by ((360) / (7))\n            change [!getdataid2 v] by (1)\n            set [~triadd v] to (((item (!getDataID2) of [^td v]) - (1)) * (`TriangleDataPerInst))\n            replace item ((~triAdd) + (1)) of [#triangledata v] with (item (!getID) of [@sprite3d_x v])\n            replace item ((~triAdd) + (2)) of [#triangledata v] with ((item (!getID) of [@sprite3d_y v]) + (-20))\n            replace item ((~triAdd) + (3)) of [#triangledata v] with (item (!getID) of [@sprite3d_z v])\n            replace item ((~triAdd) + (4)) of [#triangledata v] with ((([cos v] of (!_iter2) ) * (item ((!getDataID) + (9)) of [^sd v])) + (item (!getID) of [@sprite3d_x v]))\n            replace item ((~triAdd) + (5)) of [#triangledata v] with ((item (!getID) of [@sprite3d_y v]) + (-20))\n            replace item ((~triAdd) + (6)) of [#triangledata v] with ((([sin v] of (!_iter2) ) * (item ((!getDataID) + (9)) of [^sd v])) + (item (!getID) of [@sprite3d_z v]))\n            replace item ((~triAdd) + (7)) of [#triangledata v] with ((([cos v] of ((!_iter2) + ((360) / (7))) ) * (item ((!getDataID) + (9)) of [^sd v])) + (item (!getID) of [@sprite3d_x v]))\n            replace item ((~triAdd) + (8)) of [#triangledata v] with ((item (!getID) of [@sprite3d_y v]) + (-20))\n            replace item ((~triAdd) + (9)) of [#triangledata v] with ((([sin v] of ((!_iter2) + ((360) / (7))) ) * (item ((!getDataID) + (9)) of [^sd v])) + (item (!getID) of [@sprite3d_z v]))\n            replace item ((~triAdd) + (14)) of [#triangledata v] with ((([cos v] of ((!_iter2) + ((360) / (14))) ) * ((item ((!getDataID) + (9)) of [^sd v]) / (2))) + (item (!getID) of [@sprite3d_x v]))\n            replace item ((~triAdd) + (15)) of [#triangledata v] with ((item (!getID) of [@sprite3d_y v]) + (220))\n            replace item ((~triAdd) + (16)) of [#triangledata v] with ((([cos v] of ((!_iter2) + ((360) / (14))) ) * ((item ((!getDataID) + (9)) of [^sd v]) / (2))) + (item (!getID) of [@sprite3d_z v]))\n            replace item (item (!getDataID2) of [^td v]) of [@trianglecolor v] with (*getColor)\n        end\n    end\nend\n\ndefine !NVNY2 (x) (z)\nset [!mag2 v] to ([sqrt v] of (((x) * (x)) + ((z) * (z))) )\nset [!getx2 v] to ((x) / (!mag2))\nset [!getz2 v] to ((z) / (!mag2))\n\nwhen I receive [pause v]\nif <(--PauseGame) = [1]> then\n    set volume to (0) %\n    set [pitch v] effect to ((-1) / (0))\nelse\n    set [pitch v] effect to (0)\n    set volume to (SFX Volume) %\nend\n\ndefine !NVNY1 (x) (z)\nset [!mag v] to ([sqrt v] of (((x) * (x)) + ((z) * (z))) )\nset [!getx v] to ((x) / (!mag))\nset [!getz v] to ((z) / (!mag))\n\ndefine [C] Precise Triangle Collision Init (x) (y) (z)\nset [~tempx v] to ((x) - ((item ((~triAdd) + (10)) of [#triangledata v]) * (~dot)))\nset [~tempy v] to ((y) - ((item ((~triAdd) + (11)) of [#triangledata v]) * (~dot)))\nset [~tempz v] to ((z) - ((item ((~triAdd) + (12)) of [#triangledata v]) * (~dot)))\nset [~ax v] to ((item ((~triAdd) + (1)) of [#triangledata v]) - (~tempX))\nset [~ay v] to ((item ((~triAdd) + (2)) of [#triangledata v]) - (~tempY))\nset [~az v] to ((item ((~triAdd) + (3)) of [#triangledata v]) - (~tempZ))\nset [~bx v] to ((item ((~triAdd) + (4)) of [#triangledata v]) - (~tempX))\nset [~by v] to ((item ((~triAdd) + (5)) of [#triangledata v]) - (~tempY))\nset [~bz v] to ((item ((~triAdd) + (6)) of [#triangledata v]) - (~tempZ))\nset [~cx v] to ((item ((~triAdd) + (7)) of [#triangledata v]) - (~tempX))\nset [~cy v] to ((item ((~triAdd) + (8)) of [#triangledata v]) - (~tempY))\nset [~cz v] to ((item ((~triAdd) + (9)) of [#triangledata v]) - (~tempZ))\n\ndefine [C] Triangle - Closest Line (x) (y) (z)\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~temp v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~temp) < (~mag)> then\n    set [~mag v] to (~temp)\n    set [*colx v] to (*returnX)\n    set [*coly v] to (*returnY)\n    set [*colz v] to (*returnZ)\nend\n\ndefine !Sphere vs triangle or quad (x) (y) (z) radius (radius) trq ID (id)\nif <(item (id) of [#triangleisquad v]) = [1]> then\n    [C] Sphere vs Quad (x) (y) (z) radius (radius) quad ID (id)\nelse\n    [C] Sphere vs Triangle (x) (y) (z) radius (radius) Triangle ID: (id)\nend\n\ndefine !Update Boss 3\n!Boss 3 Update Platforms\nset [!getdataid v] to (((-BossID) - (1)) * (^GD_Size))\nchange [-bossstate v] by (#DeltaTime)\n!NV1 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (-BossID) of [@gameobjectx v])) ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (-BossID) of [@gameobjecty v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (-BossID) of [@gameobjectz v]))\nif <(!mag) < [250]> then\n    !Set p vel ((400) * (!getX)) [-200] ((400) * (!getZ))\n    set [!velgravityy v] to [-200]\n    !T p Y [8]\nend\nif <(-BossMoveType) = [1]> then\n    Boss Rotate Towards player [2]\n    !boss mesh (&Boss_3_Idle) aSp [10] mFr [10]\n    if <<<not <(!BossVar2) = [0]>> and <(-BossState) > [2]>> or <(-BossState) > [4]>> then\n        set [-bossstate v] to [0]\n        !Boss3 Get Player nearest platform [2540]\n        if <<(!BossVar1) = [0]> or <(-BossMoveCounter) > [0]>> then\n            set [-bossmovetype v] to [40]\n            !Set bval (item ((((!BossVar2) - (1)) * (^TD_Size)) + (1)) of [^td v]) (item ((((!BossVar2) - (1)) * (^TD_Size)) + (2)) of [^td v]) (item ((((!BossVar2) - (1)) * (^TD_Size)) + (3)) of [^td v])\n            set [-bossmovecounter v] to [0]\n            start sound [FrogPrepareJump2 v]\n        else\n            set [-bossmovetype v] to [20]\n            !Set bval (item ((((!BossVar1) - (1)) * (^TD_Size)) + (1)) of [^td v]) (item ((((!BossVar1) - (1)) * (^TD_Size)) + (2)) of [^td v]) (item ((((!BossVar1) - (1)) * (^TD_Size)) + (3)) of [^td v])\n            start sound [FrogPrepareJump2 v]\n        end\n    end\nelse\n    if <(-BossMoveType) = [20]> then\n        !Boss Rotate Boss Values [1]\n        !boss mesh (&Boss_3_PrepJump) aSp [10] mFr [10]\n        if <(-BossState) > [2]> then\n            !Calculate Projectile - origin [0] [0] [0] target (!getX3) (!getY3) (!getZ3) power [1500] mode(-1 or 1) [-1] gravity [800] onlyTest <>\n            !Boss3 Set Jump Velocity\n            set [-bossmovetype v] to [21]\n            set [-bossstate v] to [0]\n            start sound (join [FrogJump] (pick random (1) to (3)))\n        end\n    else\n        if <(-BossMoveType) = [21]> then\n            !Boss Jump - phase [31] gravity [800]\n        else\n            if <(-BossMoveType) = [31]> then\n                Boss Rotate Towards player [2]\n                !boss mesh (&Boss_3_MouthOpen) aSp [2.5] mFr [5]\n                if <(-BossState) > [2]> then\n                    replace item (-BossID) of [@gameobjectmeshid v] with ((&Boss_3_MouthOpen) + (4))\n                    [T] Rotate Vertex [0] [0] [150] around [0] [0] [0] for angles [0] (-BossAngle) [0]\n                    !Set bval ((~GetX1) + (item (-BossID) of [@gameobjectx v])) (((~GetY1) + (100)) + (item (-BossID) of [@gameobjecty v])) ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\n                    set [-bossmovetype v] to [32]\n                    set [-bossstate v] to [0]\n                    start sound [ToungueOut v]\n                end\n            else\n                if <(-BossMoveType) = [32]> then\n                    Boss Rotate Towards player [2]\n                    !NV3 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (-BossX)) (((item (-PlayerGameObjectID) of [@gameobjecty v]) + ((-PlayerYColOffset) + (50))) - (-BossY)) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (-BossZ))\n                    !Ch bval ((!getX3) * ((520) * (#DeltaTime))) ((!getY3) * ((520) * (#DeltaTime))) ((!getZ3) * ((520) * (#DeltaTime)))\n                    set [!getlineid v] to (item ((!getDataID) + (4)) of [^gd v])\n                    replace item (!getLineID) of [@lineactive v] with [1]\n                    [T] Rotate Vertex [0] [0] [150] around [0] [0] [0] for angles [0] (-BossAngle) [0]\n                    replace item (!getLineID) of [@linesx1 v] with ((~GetX1) + (item (-BossID) of [@gameobjectx v]))\n                    replace item (!getLineID) of [@linesy1 v] with (((~GetY1) + (120)) + (item (-BossID) of [@gameobjecty v]))\n                    replace item (!getLineID) of [@linesz1 v] with ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\n                    replace item (!getLineID) of [@linesx2 v] with (-BossX)\n                    replace item (!getLineID) of [@linesy2 v] with (-BossY)\n                    replace item (!getLineID) of [@linesz2 v] with (-BossZ)\n                    if <(-BossState) > [3.45]> then\n                        set [-bossmovetype v] to [33]\n                        set [-bossstate v] to [0]\n                        start sound [ToungueIn v]\n                    end\n                    if <(!mag3) < ((-PlayerRadius) + (100))> then\n                        !NVNY2 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (-BossID) of [@gameobjectx v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (-BossID) of [@gameobjectz v]))\n                        !Set p vel ((1000) * (!getX)) [20] ((1000) * (!getZ))\n                        !T p Y [8]\n                        !Boss 3 Player off rope\n                    end\n                else\n                    if <(-BossMoveType) = [33]> then\n                        Boss Rotate Towards player [2]\n                        set [!getlineid v] to (item ((!getDataID) + (4)) of [^gd v])\n                        [T] Rotate Vertex [0] [0] [150] around [0] [0] [0] for angles [0] (-BossAngle) [0]\n                        replace item (!getLineID) of [@linesx1 v] with ((~GetX1) + (item (-BossID) of [@gameobjectx v]))\n                        replace item (!getLineID) of [@linesy1 v] with (((~GetY1) + (120)) + (item (-BossID) of [@gameobjecty v]))\n                        replace item (!getLineID) of [@linesz1 v] with ((~GetZ1) + (item (-BossID) of [@gameobjectz v]))\n                        !NV3 ((item (!getLineID) of [@linesx1 v]) - (-BossX)) ((item (!getLineID) of [@linesy1 v]) - (-BossY)) ((item (!getLineID) of [@linesz1 v]) - (-BossZ))\n                        !Ch bval ((!getX3) * ((1000) * (#DeltaTime))) ((!getY3) * ((1000) * (#DeltaTime))) ((!getZ3) * ((1000) * (#DeltaTime)))\n                        replace item (!getLineID) of [@linesx2 v] with (-BossX)\n                        replace item (!getLineID) of [@linesy2 v] with (-BossY)\n                        replace item (!getLineID) of [@linesz2 v] with (-BossZ)\n                        if <(!mag3) < [100]> then\n                            set [-bossmovetype v] to [34]\n                            set [-bossstate v] to [0]\n                            replace item (!getLineID) of [@lineactive v] with [0]\n                        end\n                    else\n                        if <(-BossMoveType) = [34]> then\n                            Boss Rotate Towards player [2]\n                            replace item (-BossID) of [@gameobjectmeshid v] with ((&Boss_3_MouthOpen) + ((4) - ([floor v] of ((-BossState) * (2.5)) )))\n                            if <(-BossState) > [2]> then\n                                replace item (-BossID) of [@gameobjectmeshid v] with (&Boss_3_MouthOpen)\n                                set [-bossmovetype v] to [1]\n                                set [-bossstate v] to [0]\n                                start sound (join [FrogIdle] (pick random (1) to (2)))\n                            end\n                        else\n                            if <(-BossMoveType) = [40]> then\n                                !boss mesh (&Boss_3_PrepJump) aSp [10] mFr [10]\n                                if <(-BossState) > [2]> then\n                                    set [-bossmovetype v] to [41]\n                                    set [-bossstate v] to [0]\n                                    replace item ((!getDataID) + (1)) of [^gd v] with [0]\n                                    replace item ((!getDataID) + (2)) of [^gd v] with [2500]\n                                    replace item ((!getDataID) + (3)) of [^gd v] with [0]\n                                    start sound (join [FrogJump] (pick random (1) to (3)))\n                                end\n                            else\n                                if <(-BossMoveType) = [41]> then\n                                    !Boss Jump - phase [42] gravity [4000]\n                                else\n                                    if <(-BossMoveType) = [51]> then\n                                        !Boss Rotate Boss Values [1]\n                                        [G] Translate GameObject (-BossID) for [0] ((item ((((!BossVar2) - (1)) * (^TD_Size)) + (4)) of [^td v]) * (#DeltaTime)) [0]\n                                        if <(-BossState) > [2.75]> then\n                                            set [-bossmovetype v] to [52]\n                                            set [-bossstate v] to [0]\n                                            !Calculate Projectile - origin [0] [0] [0] target (!getX3) (!getY3) (!getZ3) power [1750] mode(-1 or 1) [-1] gravity [1400] onlyTest <>\n                                            !Boss3 Set Jump Velocity\n                                            set [!bossvar2 v] to (!BossVar1)\n                                            start sound (join [FrogJump] (pick random (1) to (3)))\n                                        end\n                                    else\n                                        if <(-BossMoveType) = [52]> then\n                                            !Boss Jump - phase [1] gravity [1400]\n                                        else\n                                            if <(-BossMoveType) = [61]> then\n                                                [G] Translate GameObject (-BossID) for [0] ((item ((((!BossVar2) - (1)) * (^TD_Size)) + (4)) of [^td v]) * (#DeltaTime)) [0]\n                                                if <(-BossState) > [3]> then\n                                                    if <<(!wasCollided) = [1]> or <not <(!PlayerRopeID) = [0]>>> then\n                                                        set [-bossmovetype v] to [62]\n                                                        set [-bossstate v] to [0]\n                                                        !Camera Enable Focus\n                                                        [T] Camera Set Position ((item (-BossID) of [@gameobjectx v]) + (([sin v] of (-BossAngle) ) * (1200))) ((item (-BossID) of [@gameobjecty v]) + (1000)) ((item (-BossID) of [@gameobjectz v]) + (([cos v] of (-BossAngle) ) * (1200)))\n                                                        start sound [fallHole v]\n                                                    end\n                                                end\n                                            else\n                                                if <(-BossMoveType) = [62]> then\n                                                    [G] Translate GameObject (-BossID) for [0] ((item ((((!BossVar2) - (1)) * (^TD_Size)) + (4)) of [^td v]) * (#DeltaTime)) [0]\n                                                    !Cam Set Foc (item (-BossID) of [@gameobjectx v]) (item (-BossID) of [@gameobjecty v]) (item (-BossID) of [@gameobjectz v])\n                                                    if <(-BossState) > [3]> then\n                                                        set [-bossmovetype v] to [63]\n                                                        replace item (-BossID) of [@gameobjectactive v] with [0]\n                                                        !Add Final Coin at (item ((!getDataID) + (5)) of [^gd v]) ((item ((!getDataID) + (6)) of [^gd v]) + (800)) (item ((!getDataID) + (7)) of [^gd v]) hidden <>\n                                                        add (*newID) to [#chunkactive_gameobject v]\n                                                        add (*newID) to [-finalcoins v]\n                                                        set [-bossstate v] to [0]\n                                                    end\n                                                else\n                                                    if <(-BossMoveType) = [63]> then\n                                                        replace item (item (1) of [-finalcoins v]) of [@gameobjecty v] with (((item ((!getDataID) + (6)) of [^gd v]) + (((3) - (-BossState)) * ((500) / (3)))) + (300))\n                                                        !Cam Set Foc (item (item (1) of [-finalcoins v]) of [@gameobjectx v]) (item (item (1) of [-finalcoins v]) of [@gameobjecty v]) (item (item (1) of [-finalcoins v]) of [@gameobjectz v])\n                                                        [T] Camera Set Position ((item ((!getDataID) + (5)) of [^gd v]) + (1200)) (((item ((!getDataID) + (6)) of [^gd v]) + (((3) - (-BossState)) * ((1000) / (3)))) + (700)) ((item ((!getDataID) + (7)) of [^gd v]) + (1200))\n                                                        if <(-BossState) > [3]> then\n                                                            set [-bossmovetype v] to [0]\n                                                            !Camera Disable Focus\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine !Boss3 Get Player nearest platform (reach)\nset [!bossvar1 v] to [0]\nset [!templocal v] to [0]\nset [!temp2 v] to [0]\nset [!_iter v] to [0]\nrepeat (length of [-boss3platforms v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-boss3platforms v])\n    set [!getdataid2 v] to (((!getID) - (1)) * (^TD_Size))\n    !NV2 ((item (-BossID) of [@gameobjectx v]) - (item ((!getDataID2) + (1)) of [^td v])) ((item (-BossID) of [@gameobjecty v]) - (item ((!getDataID2) + (2)) of [^td v])) ((item (-BossID) of [@gameobjectz v]) - (item ((!getDataID2) + (3)) of [^td v]))\n    if <<<(!mag2) < (reach)> and <(item (!getID) of [@triangley v]) = [0]>> and <not <(!BossVar2) = (!getID)>>> then\n        !NV3 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item ((!getDataID2) + (1)) of [^td v])) ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item ((!getDataID2) + (2)) of [^td v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item ((!getDataID2) + (3)) of [^td v]))\n        if <<(!mag3) < (!temp2)> or <(!tempLocal) = [0]>> then\n            set [!templocal v] to (!getID)\n            set [!temp2 v] to (!mag3)\n        end\n    end\nend\nset [!bossvar1 v] to (!tempLocal)\n\ndefine !Boss3 Set Jump Velocity\nif <(!return) = [1]> then\n    replace item ((!getDataID) + (1)) of [^gd v] with (*returnX)\n    replace item ((!getDataID) + (2)) of [^gd v] with (*returnY)\n    replace item ((!getDataID) + (3)) of [^gd v] with (*returnZ)\nend\n\ndefine Boss Rotate Towards player (factor)\n[T] Atan2 (!getX) (!getZ)\n[T] Calculate Shortest Rotation Direction (-BossAngle) (((*getAngle) + (360)) mod (360))\nset [-bossangle v] to (((360) + ((-BossAngle) + ((#DeltaTime) * ((factor) * (*return))))) mod (360))\n[G] Set Rotation of (-BossID) to [0] (-BossAngle) [0]\n\ndefine !Boss 3 Update Platforms\nset [!_iter v] to [0]\nrepeat (length of [-boss3platforms v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-boss3platforms v])\n    set [!getdataid2 v] to (((!getID) - (1)) * (^TD_Size))\n    if <not <(item ((!getDataID2) + (4)) of [^td v]) = [1]>> then\n        replace item ((!getDataID2) + (4)) of [^td v] with ((item ((!getDataID2) + (4)) of [^td v]) - ((#DeltaTime) * (100)))\n        [Tr Q] Translate Triangle or Quad ID: (!getID) for [0] ((item ((!getDataID2) + (4)) of [^td v]) * (#DeltaTime)) [0]\n        set [!_iter2 v] to [4]\n        repeat (4)\n            change [!_iter2 v] by (1)\n            set [!gettrid v] to (item ((!getDataID2) + (!_iter2)) of [^td v])\n            [Tr Q] Translate Triangle or Quad ID: (!getTrID) for [0] ((item ((!getDataID2) + (4)) of [^td v]) * (#DeltaTime)) [0]\n        end\n        if <(item (!getID) of [@triangley v]) < [-5000]> then\n            replace item ((!getDataID2) + (4)) of [^td v] with [1]\n            replace item (!getID) of [@triangle_active v] with [0]\n            set [!_iter2 v] to [4]\n            repeat (4)\n                change [!_iter2 v] by (1)\n                set [!gettrid v] to (item ((!getDataID2) + (!_iter2)) of [^td v])\n                replace item (!getTrID) of [@triangle_active v] with [0]\n            end\n        end\n    end\nend\n\ndefine !Boss Jump - phase (phase) gravity (gravity)\n[G] Translate GameObject (-BossID) for ((item ((!getDataID) + (1)) of [^gd v]) * (#DeltaTime)) ((item ((!getDataID) + (2)) of [^gd v]) * (#DeltaTime)) ((item ((!getDataID) + (3)) of [^gd v]) * (#DeltaTime))\n!NV3 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (-BossID) of [@gameobjectx v])) ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (item (-BossID) of [@gameobjecty v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (-BossID) of [@gameobjectz v]))\nif <(!mag3) < ((-PlayerRadius) + (300))> then\n    !NVNY2 ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (item (-BossID) of [@gameobjectx v])) ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (item (-BossID) of [@gameobjectz v]))\n    !Set p vel ((1000) * (!getX)) [20] ((1000) * (!getZ))\n    !T p Y [8]\n    !Boss 3 Player off rope\nend\nreplace item ((!getDataID) + (2)) of [^gd v] with ((item ((!getDataID) + (2)) of [^gd v]) - ((#DeltaTime) * (gravity)))\nif <<((item (-BossID) of [@gameobjecty v]) - (-BossY)) < [10]> and <(item ((!getDataID) + (2)) of [^gd v]) < [0]>> then\n    set [-bossmovetype v] to (phase)\n    set [-bossstate v] to [0]\n    [G] Set Position of (-BossID) to (-BossX) (-BossY) (-BossZ)\n    if <(phase) = [31]> then\n        set [!bossvar2 v] to (!BossVar1)\n        change [-bossmovecounter v] by (1)\n        start sound [OpenMouth v]\n    end\n    if <(phase) = [42]> then\n        start sound [breakGround v]\n        replace item ((((!BossVar2) - (1)) * (^TD_Size)) + (4)) of [^td v] with [0]\n        set [-bossstate v] to [0]\n        !Boss3 Get Player nearest platform [2000]\n        if <(!BossVar1) = [0]> then\n            set [-bossmovetype v] to [61]\n        else\n            set [-bossmovetype v] to [51]\n            !Set bval (item ((((!BossVar1) - (1)) * (^TD_Size)) + (1)) of [^td v]) (item ((((!BossVar1) - (1)) * (^TD_Size)) + (2)) of [^td v]) (item ((((!BossVar1) - (1)) * (^TD_Size)) + (3)) of [^td v])\n        end\n    else\n        start sound [FallGround2 v]\n        if <(phase) = [1]> then\n            start sound (join [FrogIdle] (pick random (1) to (2)))\n        end\n    end\nend\nif <([floor v] of ((-BossState) * (7.5)) ) < [5]> then\n    replace item (-BossID) of [@gameobjectmeshid v] with ((&Boss_3_JumpIn) + ([floor v] of ((-BossState) * (7.5)) ))\nelse\n    if <([floor v] of ((-BossState) * (7.5)) ) < [10]> then\n        replace item (-BossID) of [@gameobjectmeshid v] with ((&Boss_3_JumpIn) + ((9) - ([floor v] of ((-BossState) * (7.5)) )))\n    else\n        replace item (-BossID) of [@gameobjectmeshid v] with (&Boss_3_JumpIn)\n    end\nend\n\ndefine !Boss Rotate Boss Values (factor)\nset [!getx3 v] to ((-BossX) - (item (-BossID) of [@gameobjectx v]))\nset [!gety3 v] to ((-BossY) - (item (-BossID) of [@gameobjecty v]))\nset [!getz3 v] to ((-BossZ) - (item (-BossID) of [@gameobjectz v]))\n[T] Atan2 (!getX3) (!getZ3)\n[T] Calculate Shortest Rotation Direction (-BossAngle) (((*getAngle) + (360)) mod (360))\nset [-bossangle v] to (((360) + ((-BossAngle) + ((#DeltaTime) * ((factor) * (*return))))) mod (360))\n[G] Set Rotation of (-BossID) to [0] (-BossAngle) [0]\n\ndefine !Boss 3 Player off rope\nset [!playerropeid v] to [0]\nset [!playerropecooldown v] to [2]\nset [!playeroffrope v] to [10]\nset [!falling v] to [0]\n\nwhen I receive [startlevel v]\nset volume to (SFX Volume) %\n!Start Level (--StartLevel) Soft Reset <>\n\nwhen [0 v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    if <key (q v) pressed?> then\n        !Complete Level\n    end\nend\n\ndefine !Set Triangle Data (trid)\nset [~triadd v] to (((trid) - (1)) * (`TriangleDataPerInst))\ndelete all of [~templist v]\nadd ((item ((~triAdd) + (7)) of [#triangledata v]) - (item ((~triAdd) + (1)) of [#triangledata v])) to [~templist v]\nadd ((item ((~triAdd) + (8)) of [#triangledata v]) - (item ((~triAdd) + (2)) of [#triangledata v])) to [~templist v]\nadd ((item ((~triAdd) + (9)) of [#triangledata v]) - (item ((~triAdd) + (3)) of [#triangledata v])) to [~templist v]\nadd ((item ((~triAdd) + (4)) of [#triangledata v]) - (item ((~triAdd) + (1)) of [#triangledata v])) to [~templist v]\nadd ((item ((~triAdd) + (5)) of [#triangledata v]) - (item ((~triAdd) + (2)) of [#triangledata v])) to [~templist v]\nadd ((item ((~triAdd) + (6)) of [#triangledata v]) - (item ((~triAdd) + (3)) of [#triangledata v])) to [~templist v]\nadd (((item (2) of [~templist v]) * (item (6) of [~templist v])) - ((item (3) of [~templist v]) * (item (5) of [~templist v]))) to [~templist v]\nadd (((item (3) of [~templist v]) * (item (4) of [~templist v])) - ((item (1) of [~templist v]) * (item (6) of [~templist v]))) to [~templist v]\nadd (((item (1) of [~templist v]) * (item (5) of [~templist v])) - ((item (2) of [~templist v]) * (item (4) of [~templist v]))) to [~templist v]\nif <(((item (3) of [~templist v]) * (item (4) of [~templist v])) - ((item (1) of [~templist v]) * (item (6) of [~templist v]))) < [0]> then\n    replace item (7) of [~templist v] with (() - (item (7) of [~templist v]))\n    replace item (8) of [~templist v] with (() - (item (8) of [~templist v]))\n    replace item (9) of [~templist v] with (() - (item (9) of [~templist v]))\nend\nadd ([sqrt v] of (((item (7) of [~templist v]) * (item (7) of [~templist v])) + (((item (8) of [~templist v]) * (item (8) of [~templist v])) + ((item (9) of [~templist v]) * (item (9) of [~templist v])))) ) to [~templist v]\nreplace item (7) of [~templist v] with ((item (7) of [~templist v]) / (item (10) of [~templist v]))\nreplace item (8) of [~templist v] with ((item (8) of [~templist v]) / (item (10) of [~templist v]))\nreplace item (9) of [~templist v] with ((item (9) of [~templist v]) / (item (10) of [~templist v]))\nreplace item ((~triAdd) + (10)) of [#triangledata v] with (item (7) of [~templist v])\nreplace item ((~triAdd) + (11)) of [#triangledata v] with (item (8) of [~templist v])\nreplace item ((~triAdd) + (12)) of [#triangledata v] with (item (9) of [~templist v])\nreplace item ((~triAdd) + (13)) of [#triangledata v] with (((item ((~triAdd) + (1)) of [#triangledata v]) * (item (7) of [~templist v])) + (((item ((~triAdd) + (2)) of [#triangledata v]) * (item (8) of [~templist v])) + ((item ((~triAdd) + (3)) of [#triangledata v]) * (item (9) of [~templist v]))))\nreplace item ((~triAdd) + (14)) of [#triangledata v] with (((item ((~triAdd) + (1)) of [#triangledata v]) + ((item ((~triAdd) + (4)) of [#triangledata v]) + (item ((~triAdd) + (7)) of [#triangledata v]))) / (3))\nreplace item ((~triAdd) + (15)) of [#triangledata v] with (((item ((~triAdd) + (2)) of [#triangledata v]) + ((item ((~triAdd) + (5)) of [#triangledata v]) + (item ((~triAdd) + (8)) of [#triangledata v]))) / (3))\nreplace item ((~triAdd) + (16)) of [#triangledata v] with (((item ((~triAdd) + (3)) of [#triangledata v]) + ((item ((~triAdd) + (6)) of [#triangledata v]) + (item ((~triAdd) + (9)) of [#triangledata v]))) / (3))\n[T] Get Falling Slope according to normal (item (7) of [~templist v]) (item (8) of [~templist v]) (item (9) of [~templist v])\nreplace item ((~triAdd) + (17)) of [#triangledata v] with (*returnX)\nreplace item ((~triAdd) + (18)) of [#triangledata v] with (*returnY)\nreplace item ((~triAdd) + (19)) of [#triangledata v] with (*returnZ)\nset [~coladd v] to (((trid) - (1)) * (`TriangleCollPerInst))\n!Set Triangle AABB part [1] colPart [1]\n!Set Triangle AABB part [2] colPart [3]\n!Set Triangle AABB part [3] colPart [5]\n\ndefine !Complete Level\nstart sound [completeLevel v]\nif <(-CurrentLevel_ID) = [-10]> then\n    set [-transitionscenes v] to [3]\n    set [-transitionscenestate v] to [0]\nelse\n    if <(-CurrentLevel_ID) > [3]> then\n        set [☁ levelscompleted v] to (-CurrentLevel_ID)\n    end\n    set [!getdataid v] to (((-CurrentLevel_ID) - (1)) * (-NumberOfLevelData))\n    if <(!getID) = (-HiddenEndID)> then\n        replace item ((!getDataID) + (9)) of [-leveldata v] with [1]\n    end\n    if <(-CoinsScore) > (item ((!getDataID) + (1)) of [-leveldata v])> then\n        set [-coinsearned v] to ((-CoinsScore) - (item ((!getDataID) + (1)) of [-leveldata v]))\n        replace item ((!getDataID) + (1)) of [-leveldata v] with (-CoinsScore)\n    end\n    if <(-TimeTrialLevel) = [1]> then\n        set [-isnewrecord v] to [0]\n        if <(item ((!getDataID) + (3)) of [-leveldata v]) = [-1]> then\n            set [-crystalscoreold v] to [0]\n        else\n            !Get Score from time (item ((!getDataID) + (3)) of [-leveldata v])\n            set [-crystalscoreold v] to (*return)\n        end\n        if <<(item ((!getDataID) + (3)) of [-leveldata v]) = [-1]> or <(([floor v] of ((-TimeTrialTime) * (100)) ) / (100)) < (item ((!getDataID) + (3)) of [-leveldata v])>> then\n            replace item ((!getDataID) + (3)) of [-leveldata v] with (([floor v] of ((-TimeTrialTime) * (100)) ) / (100))\n            set [-isnewrecord v] to [1]\n        end\n        if <(--DEBUG_MODE) = [0]> then\n            set [\(best time\) v] to (([floor v] of ((-TimeTrialTime) * (100)) ) / (100))\n            set [\(current level\) v] to (-CurrentLevel_ID)\n            broadcast (New Record v)\n        end\n        !Get Score from time (([floor v] of ((-TimeTrialTime) * (100)) ) / (100))\n        set [-crystalscorenew v] to (*return)\n        if <<(-CrystalScoreNew) < (-CrystalScoreOld)> or <(-CrystalScoreOld) = [0]>> then\n            set [-crystalscoreearned v] to (-CrystalScoreNew)\n        else\n            set [-crystalscoreearned v] to [0]\n        end\n        set [-timetrialfinished v] to [0]\n        set [-timetrialwait v] to [0]\n    else\n        set [-transitionscenes v] to [3]\n        set [-transitionscenestate v] to [0]\n    end\n    if <(-CurrentLevel_ID) > (-LevelsCompleted)> then\n        set [-levelscompleted v] to (-CurrentLevel_ID)\n    end\nend\n\ndefine !Time Trial Update\nif <(-TimeTrialFrozen) = [0]> then\n    change [-timetrialtime v] by (#DeltaTime)\nelse\n    change [-timetrialfrozen v] by (() - (#DeltaTime))\n    if <not <(-TimeTrialFrozen) > [0]>> then\n        start sound [clock v]\n        change [-timetrialtime v] by (() - (-TimeTrialFrozen))\n        set [-timetrialfrozen v] to [0]\n    end\nend\n\ndefine !Reseting level timers\nif <(-ResetMode) > [0]> then\n    change [-resetstate v] by (#DeltaTime)\n    if <(-ResetState) > (-ResetLength)> then\n        if <(-ResetMode) = [2]> then\n            set [-resetmode v] to [0]\n        else\n            set [-resetmode v] to [2]\n            set [-resetstate v] to [0]\n            !Reset Level\n        end\n    end\nelse\n    if <not <(-deadState) = [0]>> then\n        change [-deadstate v] by (() - (#DeltaTime))\n        if <not <(-deadState) > [0]>> then\n            set [-deadstate v] to [0]\n            set [-resetstate v] to [0]\n            set [-resetmode v] to [1]\n        end\n    end\nend\n\ndefine !Set AABB of Quad (trid)\nset [~co v] to [1]\nrepeat (3)\n    if <(item (((trid) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v]) < (item ((((trid) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])> then\n        replace item ((((trid) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v] with (item (((trid) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])\n    end\n    change [~co v] by (2)\nend\nset [~co v] to [2]\nrepeat (3)\n    if <(item (((trid) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v]) > (item ((((trid) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])> then\n        replace item ((((trid) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v] with (item (((trid) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])\n    end\n    change [~co v] by (2)\nend\n\ndefine !boss mesh (m) aSp (asp) mFr (mfr)\nreplace item (-BossID) of [@gameobjectmeshid v] with ((m) + (([floor v] of ((-BossState) * (asp)) ) mod (mfr)))\n\ndefine !Coin Update Type (value) costume (c)\nset [!getdataid v] to (((!getID) - (1)) * (^SD_Size))\nif <(item (!getID) of [@sprite3d_active v]) = [1]> then\n    [C] Sphere vs Sphere (X,Y,Z,radius) s1 (item (!getID) of [@sprite3d_x v]) (item ((!getDataID) + (2)) of [^sd v]) (item (!getID) of [@sprite3d_z v]) (-PlayerRadius) s2 (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) [30]\n    if <(*collisionResult) = [1]> then\n        replace item (!getID) of [@sprite3d_active v] with [0]\n        start sound [Coin v]\n        change [-coinsscore v] by (value)\n        change [-timetrialfrozen v] by (value)\n    end\n    replace item (!getID) of [@sprite3d_y v] with ((item ((!getDataID) + (2)) of [^sd v]) + ((([sin v] of ((180) * (!timer)) ) + (1)) * (20)))\n    replace item (!getID) of [@sprite3d_costumename v] with (join (c) (([floor v] of ((!timer) * (16)) ) mod (16)))\nend\n\ndefine !Translate Vec from tri data (id) for (x) (y) (z)\nreplace item ((~triAdd) + (id)) of [#triangledata v] with ((item ((~triAdd) + (id)) of [#triangledata v]) + (x))\nreplace item ((~triAdd) + ((id) + (1))) of [#triangledata v] with ((item ((~triAdd) + ((id) + (1))) of [#triangledata v]) + (y))\nreplace item ((~triAdd) + ((id) + (2))) of [#triangledata v] with ((item ((~triAdd) + ((id) + (2))) of [#triangledata v]) + (z))\n\ndefine !Set Camera Pos (x) (y) (z)\nset [@camerax v] to (x)\nset [@cameray v] to (y)\nset [@cameraz v] to (z)\n\ndefine !Get Score from time (time)\nif <not <(item ((!getDataID) + (6)) of [-leveldata v]) < (time)>> then\n    set [*return v] to [1]\nelse\n    if <not <(item ((!getDataID) + (5)) of [-leveldata v]) < (time)>> then\n        set [*return v] to [2]\n    else\n        if <not <(item ((!getDataID) + (4)) of [-leveldata v]) < (time)>> then\n            set [*return v] to [3]\n        else\n            set [*return v] to [0]\n        end\n    end\nend\n\ndefine !Axe Part\n!Get Euler Angles from Vector Rotation Matrix\n[Tr Q] Set Rotation of triangle or quad (item ((!getDataID) + (3)) of [^ld v]) to (*getAngleX) (*getAngleY) (*getAngleZ)\n[Tr Q] Set Rotation of triangle or quad (item ((!getDataID) + (4)) of [^ld v]) to (*getAngleX) (*getAngleY) (*getAngleZ)\n!Apply Vec Rot Matrix ((item ((!getDataID2) + (4)) of [#linevtxdata v]) - (item ((!getDataID2) + (1)) of [#linevtxdata v])) ((item ((!getDataID2) + (5)) of [#linevtxdata v]) - (item ((!getDataID2) + (2)) of [#linevtxdata v])) ((item ((!getDataID2) + (6)) of [#linevtxdata v]) - (item ((!getDataID2) + (3)) of [#linevtxdata v]))\nreplace item (!getID) of [@linesx2 v] with ((!getX) + (item ((!getDataID2) + (1)) of [#linevtxdata v]))\nreplace item (!getID) of [@linesy2 v] with ((!getY) + (item ((!getDataID2) + (2)) of [#linevtxdata v]))\nreplace item (!getID) of [@linesz2 v] with ((!getZ) + (item ((!getDataID2) + (3)) of [#linevtxdata v]))\n\ndefine !Rotate Triangle Part (trid) vertex ID (id)\n[T] Rotate Vertex (item ((((trid) - (1)) * (9)) + (id)) of [#trianglevtxdata v]) (item ((((trid) - (1)) * (9)) + ((id) + (1))) of [#trianglevtxdata v]) (item ((((trid) - (1)) * (9)) + ((id) + (2))) of [#trianglevtxdata v]) around (item ((((trid) - (1)) * (3)) + (1)) of [#trianglepivotdata v]) (item ((((trid) - (1)) * (3)) + (2)) of [#trianglepivotdata v]) (item ((((trid) - (1)) * (3)) + (3)) of [#trianglepivotdata v]) for angles (item (trid) of [@trianglerotx v]) (item (trid) of [@triangleroty v]) (item (trid) of [@trianglerotz v])\nreplace item ((~triAdd) + (id)) of [#triangledata v] with (~GetX1)\nreplace item ((~triAdd) + ((id) + (1))) of [#triangledata v] with (~GetY1)\nreplace item ((~triAdd) + ((id) + (2))) of [#triangledata v] with (~GetZ1)\n\ndefine !Set Triangle AABB part (id) colPart (cpart)\n[T] Get Min And Max (item ((~triAdd) + (id)) of [#triangledata v]) (item ((~triAdd) + ((id) + (3))) of [#triangledata v]) (item ((~triAdd) + ((id) + (6))) of [#triangledata v])\nreplace item ((~colAdd) + (cpart)) of [#trianglecolldata v] with (*min)\nreplace item ((~colAdd) + ((cpart) + (1))) of [#trianglecolldata v] with (*max)\nadd (((*min) + (*max)) / (2)) to [~templist v]\n\ndefine !Quat Look At Part\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + (((~A_Vy) * (~A_Vy)) + ((~A_Vz) * (~A_Vz)))) )\nadd (<not <(~A_mag) = [0]>> * ((~A_Vx) / (~A_mag))) to [!quaterniondata v]\nadd (<not <(~A_mag) = [0]>> * ((~A_Vy) / (~A_mag))) to [!quaterniondata v]\nadd (<not <(~A_mag) = [0]>> * ((~A_Vz) / (~A_mag))) to [!quaterniondata v]\n\ndefine !T p Y (v)\nreplace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (v))\n\nwhen [k v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    !Start Level [10] Soft Reset <>\nend\n\ndefine !Snow projectile (ox) (oy) (oz)\nif <(!return) = [1]> then\n    [S] Add Sprite3D - costume name [snowball] at (ox) (oy) (oz) size [50] chunkID [-1 auto] [0]\n    add (*newID) to [-enemysnowprojectile v]\n    add (*newID) to [#chunkactive_sprites v]\n    replace item ((((*newID) - (1)) * (^SD_Size)) + (1)) of [^sd v] with (*returnX)\n    replace item ((((*newID) - (1)) * (^SD_Size)) + (2)) of [^sd v] with (*returnY)\n    replace item ((((*newID) - (1)) * (^SD_Size)) + (3)) of [^sd v] with (*returnZ)\n    start sound [throwSound v]\nend\n\ndefine !Player Step\nif <<<(!isWalking) = [1]> and <(!velGravityY) = [0]>> and <(!wasCollided) = [1]>> then\n    if <(!StepState) = [0]> then\n        if <(!animationState) > [0]> then\n            !Step Sound\n            set [!stepstate v] to [1]\n        end\n    else\n        if <(!StepState) = [1]> then\n            if <(!animationState) > [4.5]> then\n                !Step Sound\n                set [!stepstate v] to [2]\n            end\n        end\n    end\nelse\n    set [!stepstate v] to [0]\nend\n\ndefine !Step Sound\nif <(!CollidingTriangle) > [0]> then\n    set [!getvalue v] to (item (!CollidingTriangle) of [@trianglecolor v])\n    if <<(!getValue) = [4304823346]> or <<(!getValue) = [4301533470]> or <(!getValue) = [4298907155]>>> then\n        start sound (join [SW] (pick random (0) to (3)))\n        stop [this script v]\n    end\n    if <<(!getValue) = [4310757631]> or <(!getValue) = [4306159836]>> then\n        start sound (join [SS] (pick random (0) to (3)))\n        stop [this script v]\n    end\n    if <(item (!CollidingTriangle) of [^td_type v]) = [s]> then\n        start sound (join [SI] (pick random (0) to (3)))\n        stop [this script v]\n    end\n    if <<(!getValue) = [4297599021]> or <(!getValue) = [4296283157]>> then\n        start sound (join [SG] (pick random (0) to (3)))\n        stop [this script v]\n    end\nend\nstart sound (join [SR] (pick random (0) to (3)))\n\ndefine !Dynamic Camera\nif <(-DynamicCameraActive) = [1]> then\n    if <(!haveControl) = [1]> then\n        [T] Calculate Shortest Rotation Direction ((@CameraRotateY) mod (360)) (((360) - (item (-PlayerGameObjectID) of [@gameobject_roty v])) mod (360))\n        if <([abs v] of (*return) ) > [90]> then\n            set [-dynamiccamerastate v] to [0.2]\n        else\n            set [-dynamiccamerastate v] to [0]\n            if <(([abs v] of (*return) ) * (0.02)) > [5]> then\n                set [*return v] to ((([abs v] of (*return) ) / (*return)) * (20))\n            end\n            change [@camerax v] by (((#DeltaTime) * ((*return) * (0.02))) * ((-CameraMoveSpeed) * (#CamCosY)))\n            change [@cameraz v] by (((#DeltaTime) * ((*return) * (0.02))) * ((-CameraMoveSpeed) * (#CamSinY)))\n        end\n    else\n        if <(-DynamicCameraState) = [0]> then\n            [T] Calculate Shortest Rotation Direction ((@CameraRotateY) mod (360)) (((360) - (item (-PlayerGameObjectID) of [@gameobject_roty v])) mod (360))\n            if <(([abs v] of (*return) ) * (0.05)) > [20]> then\n                set [*return v] to ((([abs v] of (*return) ) / (*return)) * (20))\n            end\n            change [@camerax v] by (((#DeltaTime) * ((*return) * (0.05))) * ((-CameraMoveSpeed) * (#CamCosY)))\n            change [@cameraz v] by (((#DeltaTime) * ((*return) * (0.05))) * ((-CameraMoveSpeed) * (#CamSinY)))\n        else\n            change [-dynamiccamerastate v] by (() - (#DeltaTime))\n            if <(-DynamicCameraState) < [0]> then\n                set [-dynamiccamerastate v] to [0]\n            end\n        end\n    end\nend\n\ndefine !Update Lava\nset [!_iter v] to [0]\nrepeat (length of [-lava v])\n    change [!_iter v] by (1)\n    set [!getid v] to (item (!_iter) of [-lava v])\n    [T] Get Color from RGBA (round ((200) + (([sin v] of ((timer) * (180)) ) * (50)))) (round ((40) + (([sin v] of ((timer) * (180)) ) * (30)))) [0] [255]\n    replace item (!getID) of [@trianglecolor v] with (*getColor)\n    replace item (!getID) of [@trianglestylebrightness v] with [2]\n    replace item (!getID) of [@trianglestylecolor v] with [1]\nend\n\n@Obj loader\n\ndefine Init\nerase all\nshow\ngo to x: (0) y: (20)\nDelete Mesh Data\ndelete all of [~temparray v]\nrepeat (6)\n    add [] to [~temparray v]\nend\nset [~currentvertexcount v] to [0]\nset [~currentnormalcount v] to [0]\nset [~currentfacecount v] to [0]\nset [~currentmaterialcount v] to [0]\nset [*model_id v] to [1]\nset [*material_id v] to [1]\nset [~barsize v] to [360]\nDrawLoadBarBase (x position) (y position)\n\ndefine File to data (data)\nset [~j v] to [1]\nset [~temp2 v] to []\nrepeat until < [n] contains (letter (~j) of (data))?>\n    set [~temp2 v] to (join (~temp2) (letter (~j) of (data)))\n    change [~j v] by (1)\nend\nset [~i v] to [1]\nset [~length v] to (length of (~temp2))\nset [~temp v] to []\nrepeat until <(~i) > (~length)>\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [ ] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add ((~temp) * (~MultiplyObj)) to [#vertex_x v]\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [ ] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add ((~temp) * (~MultiplyObj)) to [#vertex_y v]\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [v] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add ((() - (~temp)) * (~MultiplyObj)) to [#vertex_z v]\nend\nset [~temp2 v] to []\nrepeat until < [u] contains (letter (~j) of (data))?>\n    set [~temp2 v] to (join (~temp2) (letter (~j) of (data)))\n    change [~j v] by (1)\nend\nset [~i v] to [1]\nset [~length v] to (length of (~temp2))\nset [~temp v] to []\nrepeat until <(~i) > (~length)>\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [ ] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add (~temp) to [#meshnormal v]\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [ ] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add (~temp) to [#meshnormal v]\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [n] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add (() - (~temp)) to [#meshnormal v]\nend\nset [~temp2 v] to []\nrepeat ((length of (data)) - (~j))\n    set [~temp2 v] to (join (~temp2) (letter (~j) of (data)))\n    change [~j v] by (1)\nend\nset [~i v] to [4]\nset [~length v] to (length of (~temp2))\nset [~temp v] to []\nset [~m v] to [1]\nrepeat until <(~i) > (~length)>\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [ ] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add (~temp) to [#meshfacedata v]\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [ ] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add (~temp) to [#meshfacedata v]\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [ ] contains (letter (~i) of (~temp2))?>\n        set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        change [~i v] by (1)\n    end\n    add (~temp) to [#meshfacedata v]\n    change [~i v] by (1)\n    set [~temp v] to []\n    repeat until < [f] contains (letter (~i) of (~temp2))?>\n        if <not <(letter (~i) of (~temp2)) = [u]>> then\n            set [~temp v] to (join (~temp) (letter (~i) of (~temp2)))\n        end\n        change [~i v] by (1)\n    end\n    add (~temp) to [#pointertonormal v]\n    add (~m) to [#meshmaterial v]\n    change [~m v] by <(letter ((~i) - (1)) of (~temp2)) = [u]>\nend\nadd (~currentVertexCount) to [#vertexescount v]\nadd (~currentNormalCount) to [#normalscount v]\nadd (~currentFaceCount) to [#facescount v]\nadd (~currentMaterialCount) to [#materialcount v]\nset [~currentvertexcount v] to (length of [#vertex_x v])\nset [~currentnormalcount v] to (length of [#meshnormal v])\nset [~currentfacecount v] to (length of [#meshfacedata v])\nset [~currentmaterialcount v] to ((~currentMaterialCount) + (~m))\n\ndefine Load model (name) size (size) data (data)\nset [~multiplyobj v] to (size)\nFile to data (data)\nFill Loading ((*model_id) / (~numberOfMeshes)) (x position) (y position)\nchange [*model_id v] by (1)\n\ndefine DrawLoadBarBase (oldx) (oldy)\nset pen size to (32)\nset pen color to (#006fc5)\ngo to x: ((~barSize) / (-2)) y: (-50)\npen down\ngo to x: ((~barSize) / (2)) y: (-50)\npen up\nset pen size to (24)\nset pen color to (#2d96e8)\ngo to x: ((~barSize) / (-2)) y: (-50)\npen down\ngo to x: ((~barSize) / (2)) y: (-50)\npen up\ngo to x: (oldx) y: (oldy)\n\ndefine Fill Loading (percent) (oldx) (oldy)\nset pen size to (32)\nset pen color to (#d3f8ff)\ngo to x: ((~barSize) / (-2)) y: (-50)\npen down\ngo to x: (((~barSize) / (-2)) + ((~barSize) * (percent))) y: (-50)\npen up\ngo to x: (oldx) y: (oldy)\n\ndefine m (r) (g) (b) (a)\nadd (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b))) to [#meshdefaultmaterialcolor v]\nchange [*material_id v] by (1)\n\ndefine Set Materials\nset [&matplayer v] to (*material_id)\nm [200] [100] [0] [255]\nm [0] [100] [255] [150]\nm [200] [100] [0] [255]\nm [255] [0] [0] [180]\nset [&finalcoinmat v] to (*material_id)\nm [100] [100] [255] [255]\nm [100] [255] [255] [255]\nset [&finalcoinmatstart v] to (*material_id)\nm [100] [100] [255] [80]\nm [100] [255] [255] [80]\nset [&buttonmat v] to (*material_id)\nm [255] [0] [0] [255]\nm [100] [100] [100] [255]\nset [&boss_1_mat v] to (*material_id)\nm [145] [0] [0] [255]\nm [255] [255] [255] [255]\nm [45] [0] [0] [255]\nm [0] [0] [0] [255]\nm [100] [100] [100] [255]\nm [0] [0] [0] [255]\nset [&boostcirclemat v] to (*material_id)\nm [255] [150] [0] [255]\nm [255] [200] [0] [255]\nset [&boss_2_mat v] to (*material_id)\nm [100] [100] [120] [255]\nm [128] [128] [128] [30]\nm [0] [0] [0] [255]\nm [50] [200] [200] [120]\nset [&boss_2_handshootmat v] to (*material_id)\nm [200] [128] [128] [255]\nm [100] [0] [0] [255]\nset [&boss_2_handpushmat v] to (*material_id)\nm [140] [140] [255] [255]\nm [40] [40] [100] [255]\nset [&boss_3_material v] to (*material_id)\nm [0] [100] [0] [255]\nm [255] [255] [255] [255]\nm [50] [0] [0] [255]\nm [0] [0] [0] [255]\n\ndefine Delete Mesh Data\ndelete all of [#vertex_x v]\ndelete all of [#vertex_y v]\ndelete all of [#vertex_z v]\ndelete all of [#meshfacedata v]\ndelete all of [#meshnormal v]\ndelete all of [#pointertonormal v]\ndelete all of [#meshmaterial v]\ndelete all of [#vertexescount v]\ndelete all of [#facescount v]\ndelete all of [#normalscount v]\ndelete all of [#materialcount v]\ndelete all of [#meshdefaultmaterialcolor v]\n\ndefine Add All Meshes\nset [~numberofmeshes v] to [141]\n// [40]\nAdd Player Mesh\n// [4]\nAdd Other Meshes\n// [45]\nAdd Boss1 Mesh\n// [17]\nAdd Boss2 Mesh\n// [35]\nAdd Boss 3 Mesh\n\ndefine Add Player Mesh\nset [&playeridle v] to (*model_id)\nLoad model [pi0] size [40] data [v0 2.972 0.399v-0.279 3.217 0.188v0.279 3.217 0.188v0 2.567 0.048v0 3.3 0.335v0 0.357 -0.536v0.866 0.357 0.5v-0.866 0.357 0.5v0 2.357 0v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.889 1.924 -0.247v0.738 1.773 0.123v1.04 2.075 0.123v1.238 1.575 0v-0.889 1.924 -0.247v-0.738 1.773 0.123v-1.04 2.075 0.123v-1.238 1.575 0v n-0.753 -0.431 0.497n0.499 0.166 0.851n0 0.211 -0.977n0.753 -0.431 0.497n0 0.87 -0.493n-0.499 0.166 0.851n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n-0.423 -0.766 -0.485n-0.707 0.707 0n0.172 -0.171 0.97n0.766 0.423 -0.485n0.423 -0.766 -0.485n0.707 0.707 0n-0.171 -0.171 0.97n-0.766 0.423 -0.485n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi1] size [40] data [v0 2.987 0.386v-0.279 3.223 0.165v0.279 3.223 0.165v0 2.569 0.049v0 3.312 0.31v0 0.359 -0.535v0.866 0.356 0.501v-0.866 0.356 0.501v0 2.357 0.006v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.891 1.926 -0.242v0.749 1.765 0.128v1.032 2.086 0.129v1.261 1.599 0.006v-0.891 1.926 -0.242v-0.749 1.765 0.128v-1.032 2.086 0.129v-1.261 1.599 0.006v n-0.753 -0.412 0.513n0.499 0.197 0.844n0 0.175 -0.985n0.753 -0.412 0.513n0 0.852 -0.524n-0.499 0.197 0.844n0.756 0.171 -0.632n0 -1 -0.002n0 0.24 0.971n-0.756 0.171 -0.632n-0.372 -0.791 -0.486n-0.75 0.661 -0.002n0.18 -0.16 0.971n0.739 0.47 -0.483n0.373 -0.791 -0.486n0.75 0.661 -0.002n-0.179 -0.16 0.971n-0.739 0.47 -0.483n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi2] size [40] data [v0 2.987 0.386v-0.279 3.223 0.165v0.279 3.223 0.165v0 2.569 0.049v0 3.312 0.31v0 0.359 -0.535v0.866 0.356 0.501v-0.866 0.356 0.501v0 2.357 0.006v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.891 1.926 -0.242v0.749 1.765 0.128v1.032 2.086 0.129v1.261 1.599 0.006v-0.891 1.926 -0.242v-0.749 1.765 0.128v-1.032 2.086 0.129v-1.261 1.599 0.006v n-0.753 -0.412 0.513n0.499 0.197 0.844n0 0.175 -0.985n0.753 -0.412 0.513n0 0.852 -0.524n-0.499 0.197 0.844n0.756 0.171 -0.632n0 -1 -0.002n0 0.24 0.971n-0.756 0.171 -0.632n-0.372 -0.791 -0.486n-0.75 0.661 -0.002n0.18 -0.16 0.971n0.739 0.47 -0.483n0.373 -0.791 -0.486n0.75 0.661 -0.002n-0.179 -0.16 0.971n-0.739 0.47 -0.483n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi3] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.901 1.938 -0.213v0.813 1.738 0.155v0.975 2.134 0.16v1.353 1.749 0.041v-0.901 1.938 -0.213v-0.813 1.738 0.155v-0.975 2.134 0.16v-1.353 1.749 0.041v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.085 -0.867 -0.491n-0.925 0.379 -0.014n0.207 -0.097 0.973n0.551 0.688 -0.472n0.085 -0.867 -0.491n0.925 0.379 -0.014n-0.207 -0.097 0.973n-0.551 0.688 -0.472n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi4] size [40] data [v0 3.069 0.284v-0.279 3.236 0.007v0.279 3.236 0.007v0 2.575 0.075v0 3.361 0.122v0 0.371 -0.527v0.866 0.344 0.509v-0.866 0.344 0.509v0 2.357 0.063v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.904 1.945 -0.194v0.845 1.732 0.172v0.945 2.148 0.18v1.378 1.826 0.063v-0.904 1.945 -0.194v-0.845 1.732 0.172v-0.945 2.148 0.18v-1.378 1.826 0.063v n-0.753 -0.256 0.606n0.499 0.42 0.758n0 -0.101 -0.995n0.753 -0.256 0.606n0 0.676 -0.737n-0.499 0.42 0.758n0.756 0.186 -0.627n0 -1 -0.026n0 0.217 0.976n-0.756 0.186 -0.627n0.051 -0.868 -0.495n-0.972 0.235 -0.022n0.211 -0.069 0.975n0.445 0.766 -0.464n-0.051 -0.868 -0.495n0.972 0.235 -0.022n-0.211 -0.069 0.975n-0.445 0.766 -0.464n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi5] size [40] data [v0 3.075 0.286v-0.279 3.234 0.004v0.279 3.234 0.004v0 2.575 0.092v0 3.362 0.115v0 0.376 -0.523v0.866 0.34 0.512v-0.866 0.34 0.512v0 2.356 0.083v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.905 1.949 -0.177v0.858 1.731 0.187v0.932 2.152 0.198v1.384 1.858 0.082v-0.905 1.949 -0.177v-0.858 1.731 0.187v-0.932 2.152 0.198v-1.384 1.858 0.082v n-0.753 -0.238 0.614n0.499 0.443 0.745n0 -0.132 -0.991n0.753 -0.238 0.614n0 0.653 -0.758n-0.499 0.443 0.745n0.756 0.192 -0.626n0 -0.999 -0.035n0 0.208 0.978n-0.756 0.192 -0.626n0.107 -0.86 -0.5n-0.984 0.174 -0.025n0.211 -0.062 0.976n0.398 0.795 -0.458n-0.107 -0.86 -0.5n0.985 0.174 -0.025n-0.211 -0.062 0.976n-0.398 0.795 -0.458n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi6] size [40] data [v0 3.065 0.329v-0.279 3.236 0.055v0.279 3.236 0.055v0 2.574 0.113v0 3.359 0.172v0 0.379 -0.521v0.866 0.336 0.514v-0.866 0.336 0.514v0 2.355 0.097v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.904 1.948 -0.165v0.845 1.73 0.198v0.945 2.145 0.212v1.378 1.825 0.09v-0.904 1.948 -0.165v-0.845 1.73 0.198v-0.945 2.145 0.212v-1.378 1.825 0.09v n-0.753 -0.265 0.602n0.499 0.409 0.764n0 -0.086 -0.996n0.753 -0.265 0.602n0 0.687 -0.727n-0.499 0.409 0.764n0.756 0.195 -0.624n0 -0.999 -0.041n0 0.202 0.979n-0.756 0.195 -0.624n0.051 -0.86 -0.507n-0.972 0.236 -0.018n0.211 -0.083 0.974n0.445 0.772 -0.453n-0.051 -0.86 -0.507n0.972 0.236 -0.018n-0.211 -0.083 0.974n-0.445 0.772 -0.453n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi7] size [40] data [v0 3.04 0.393v-0.279 3.237 0.137v0.279 3.237 0.137v0 2.572 0.131v0 3.348 0.265v0 0.381 -0.52v0.866 0.335 0.515v-0.866 0.335 0.515v0 2.355 0.103v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.901 1.943 -0.161v0.813 1.733 0.201v0.975 2.129 0.217v1.353 1.748 0.088v-0.901 1.943 -0.161v-0.813 1.733 0.201v-0.975 2.129 0.217v-1.353 1.748 0.088v n-0.753 -0.322 0.574n0.499 0.333 0.8n0 0.01 -1n0.753 -0.322 0.574n0 0.754 -0.657n-0.499 0.333 0.8n0.756 0.197 -0.624n0 -0.999 -0.044n0 0.2 0.98n-0.756 0.197 -0.624n-0.085 -0.853 -0.514n-0.925 0.379 -0.004n0.207 -0.123 0.971n0.551 0.7 -0.453n0.085 -0.853 -0.514n0.925 0.379 -0.004n-0.207 -0.123 0.971n-0.551 0.7 -0.453n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi8] size [40] data [v0 3.009 0.424v-0.279 3.23 0.189v0.279 3.23 0.189v0 2.57 0.115v0 3.328 0.327v0 0.375 -0.524v0.866 0.341 0.511v-0.866 0.341 0.511v0 2.356 0.076v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.896 1.936 -0.184v0.777 1.747 0.181v1.008 2.106 0.192v1.309 1.663 0.06v-0.896 1.936 -0.184v-0.777 1.747 0.181v-1.008 2.106 0.192v-1.309 1.663 0.06v n-0.753 -0.378 0.538n0.499 0.251 0.83n0 0.111 -0.994n0.753 -0.378 0.538n0 0.816 -0.578n-0.499 0.251 0.83n0.756 0.19 -0.626n0 -0.999 -0.032n0 0.211 0.978n-0.756 0.19 -0.626n-0.246 -0.825 -0.508n-0.841 0.54 0.006n0.195 -0.155 0.968n0.662 0.588 -0.464n0.246 -0.825 -0.508n0.841 0.54 0.006n-0.195 -0.155 0.968n-0.662 0.588 -0.464n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pi9] size [40] data [v0 2.983 0.412v-0.279 3.221 0.194v0.279 3.221 0.194v0 2.568 0.072v0 3.309 0.339v0 0.363 -0.532v0.866 0.352 0.504v-0.866 0.352 0.504v0 2.357 0.027v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.891 1.928 -0.225v0.749 1.764 0.144v1.032 2.085 0.147v1.261 1.599 0.02v-0.891 1.928 -0.225v-0.749 1.764 0.144v-1.032 2.085 0.147v-1.261 1.599 0.02v n-0.753 -0.417 0.509n0.499 0.19 0.846n0 0.183 -0.983n0.753 -0.417 0.509n0 0.856 -0.517n-0.499 0.19 0.846n0.756 0.177 -0.63n0 -1 -0.011n0 0.232 0.973n-0.756 0.177 -0.63n-0.372 -0.786 -0.493n-0.75 0.661 0.004n0.18 -0.169 0.969n0.739 0.474 -0.479n0.373 -0.786 -0.493n0.75 0.661 0.004n-0.179 -0.169 0.969n-0.739 0.474 -0.479n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nset [&playerwalk v] to (*model_id)\nLoad model [pw0] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.507 0.862v-0.226 0.259 1.038v-0.73 0.259 1.038v-0.478 0.105 0.458v0.478 0.4 -0.418v0.226 0.098 -0.389v0.73 0.098 -0.389v0.478 0.254 -0.969v0.889 1.759 -0.127v0.738 1.908 0.245v1.04 2.125 0.035v1.238 1.68 0.294v-0.889 2.109 -0.156v-0.738 1.737 -0.007v-1.04 1.948 0.21v-1.238 1.689 -0.236v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.888 0.183n-0.707 0.508 -0.491n0.172 0.551 0.817n0.766 -0.033 -0.642n0.423 -0.183 -0.888n0.707 0.491 0.508n-0.171 -0.817 0.551n-0.766 0.643 -0.033n0.765 0.457 -0.454n0 0.579 0.815n0 -0.966 0.257n-0.765 0.457 -0.454n-0.765 0.623 -0.164n0 0.094 0.996n0 -0.965 -0.26n0.765 0.623 -0.164 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw1] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.498 0.726v-0.226 0.241 0.888v-0.73 0.241 0.888v-0.478 0.119 0.3v0.478 0.414 -0.287v0.226 0.114 -0.242v0.73 0.114 -0.242v0.478 0.239 -0.829v0.889 1.785 -0.153v0.738 1.876 0.236v1.04 2.123 0.061v1.238 1.643 0.25v-0.889 2.079 -0.178v-0.738 1.734 0.025v-1.04 1.974 0.208v-1.238 1.651 -0.193v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.905 0.047n-0.707 0.577 -0.409n0.172 0.421 0.891n0.766 0.064 -0.64n0.423 -0.315 -0.85n0.707 0.562 0.429n-0.171 -0.724 0.668n-0.766 0.63 -0.13n0.765 0.481 -0.429n0 0.534 0.845n0 -0.979 0.205n-0.765 0.481 -0.429n-0.765 0.613 -0.198n0 0.147 0.989n0 -0.978 -0.208n0.765 0.613 -0.198 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw2] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.475 0.403v-0.226 0.2 0.53v-0.73 0.2 0.53v-0.478 0.154 -0.068v0.478 0.444 0.026v0.226 0.153 0.109v0.73 0.153 0.109v0.478 0.201 -0.489v0.889 1.869 -0.201v0.738 1.805 0.194v1.04 2.099 0.126v1.238 1.584 0.118v-0.889 1.988 -0.211v-0.738 1.747 0.107v-1.04 2.039 0.185v-1.238 1.587 -0.063v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.855 -0.3n-0.707 0.689 -0.159n0.172 0.051 0.984n0.766 0.303 -0.568n0.423 -0.614 -0.666n0.707 0.683 0.183n-0.171 -0.416 0.893n-0.766 0.534 -0.359n0.765 0.533 -0.363n0 0.42 0.908n0 -0.997 0.076n-0.765 0.533 -0.363n-0.765 0.583 -0.276n0 0.274 0.962n0 -0.997 -0.08n0.765 0.583 -0.276 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw3] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.443 0.022v-0.226 0.151 0.105v-0.73 0.151 0.105v-0.478 0.199 -0.494v0.478 0.476 0.402v0.226 0.201 0.529v0.73 0.201 0.529v0.478 0.155 -0.07v0.889 1.988 -0.211v0.738 1.747 0.107v1.04 2.039 0.185v1.238 1.587 -0.063v-0.889 1.869 -0.201v-0.738 1.805 0.194v-1.04 2.099 0.126v-1.238 1.584 0.118v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.614 -0.666n-0.707 0.683 0.183n0.172 -0.416 0.893n0.766 0.534 -0.359n0.423 -0.855 -0.3n0.707 0.689 -0.159n-0.171 0.051 0.984n-0.766 0.303 -0.568n0.765 0.583 -0.276n0 0.274 0.962n0 -0.997 -0.08n-0.765 0.583 -0.276n-0.765 0.533 -0.363n0 0.42 0.908n0 -0.997 0.076n0.765 0.533 -0.363 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw4] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.412 -0.296v-0.226 0.112 -0.251v-0.73 0.112 -0.251v-0.478 0.237 -0.838v0.478 0.499 0.719v0.226 0.243 0.881v0.73 0.243 0.881v0.478 0.12 0.294v0.889 2.079 -0.178v0.738 1.734 0.025v1.04 1.974 0.208v1.238 1.651 -0.193v-0.889 1.785 -0.153v-0.738 1.876 0.236v-1.04 2.123 0.061v-1.238 1.643 0.25v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.315 -0.85n-0.707 0.562 0.429n0.172 -0.724 0.668n0.766 0.63 -0.13n0.423 -0.905 0.047n0.707 0.577 -0.409n-0.171 0.421 0.891n-0.766 0.064 -0.64n0.765 0.613 -0.198n0 0.147 0.989n0 -0.978 -0.208n-0.765 0.613 -0.198n-0.765 0.481 -0.429n0 0.534 0.845n0 -0.979 0.205n0.765 0.481 -0.429 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw5] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.398 -0.429v-0.226 0.096 -0.4v-0.73 0.096 -0.4v-0.478 0.253 -0.98v0.478 0.508 0.854v0.226 0.26 1.029v0.73 0.26 1.029v0.478 0.106 0.449v0.889 2.109 -0.156v0.738 1.737 -0.007v1.04 1.948 0.21v1.238 1.689 -0.236v-0.889 1.759 -0.127v-0.738 1.908 0.245v-1.04 2.125 0.035v-1.238 1.68 0.294v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.183 -0.888n-0.707 0.491 0.508n0.172 -0.817 0.551n0.766 0.643 -0.033n0.423 -0.888 0.183n0.707 0.508 -0.491n-0.171 0.551 0.817n-0.766 -0.033 -0.642n0.765 0.623 -0.164n0 0.094 0.996n0 -0.965 -0.26n-0.765 0.623 -0.164n-0.765 0.457 -0.454n0 0.579 0.815n0 -0.966 0.257n0.765 0.457 -0.454 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw6] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.412 -0.296v-0.226 0.112 -0.251v-0.73 0.112 -0.251v-0.478 0.237 -0.838v0.478 0.499 0.719v0.226 0.243 0.881v0.73 0.243 0.881v0.478 0.12 0.294v0.889 2.079 -0.178v0.738 1.734 0.025v1.04 1.974 0.208v1.238 1.651 -0.193v-0.889 1.785 -0.153v-0.738 1.876 0.236v-1.04 2.123 0.061v-1.238 1.643 0.25v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.315 -0.85n-0.707 0.562 0.429n0.172 -0.724 0.668n0.766 0.63 -0.13n0.423 -0.905 0.047n0.707 0.577 -0.409n-0.171 0.421 0.891n-0.766 0.064 -0.64n0.765 0.613 -0.198n0 0.147 0.989n0 -0.978 -0.208n-0.765 0.613 -0.198n-0.765 0.481 -0.429n0 0.534 0.845n0 -0.979 0.205n0.765 0.481 -0.429 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw7] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.443 0.022v-0.226 0.151 0.105v-0.73 0.151 0.105v-0.478 0.199 -0.494v0.478 0.476 0.402v0.226 0.201 0.529v0.73 0.201 0.529v0.478 0.155 -0.07v0.889 1.988 -0.211v0.738 1.747 0.107v1.04 2.039 0.185v1.238 1.587 -0.063v-0.889 1.869 -0.201v-0.738 1.805 0.194v-1.04 2.099 0.126v-1.238 1.584 0.118v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.614 -0.666n-0.707 0.683 0.183n0.172 -0.416 0.893n0.766 0.534 -0.359n0.423 -0.855 -0.3n0.707 0.689 -0.159n-0.171 0.051 0.984n-0.766 0.303 -0.568n0.765 0.583 -0.276n0 0.274 0.962n0 -0.997 -0.08n-0.765 0.583 -0.276n-0.765 0.533 -0.363n0 0.42 0.908n0 -0.997 0.076n0.765 0.533 -0.363 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw8] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.475 0.403v-0.226 0.2 0.53v-0.73 0.2 0.53v-0.478 0.154 -0.068v0.478 0.444 0.026v0.226 0.153 0.109v0.73 0.153 0.109v0.478 0.201 -0.489v0.889 1.869 -0.201v0.738 1.805 0.194v1.04 2.099 0.126v1.238 1.584 0.118v-0.889 1.988 -0.211v-0.738 1.747 0.107v-1.04 2.039 0.185v-1.238 1.587 -0.063v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.855 -0.3n-0.707 0.689 -0.159n0.172 0.051 0.984n0.766 0.303 -0.568n0.423 -0.614 -0.666n0.707 0.683 0.183n-0.171 -0.416 0.893n-0.766 0.534 -0.359n0.765 0.533 -0.363n0 0.42 0.908n0 -0.997 0.076n-0.765 0.533 -0.363n-0.765 0.583 -0.276n0 0.274 0.962n0 -0.997 -0.08n0.765 0.583 -0.276 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nLoad model [pw9] size [40] data [v0 3.049 0.313v-0.279 3.239 0.051v0.279 3.239 0.051v0 2.574 0.062v0 3.354 0.176v0 0.367 -0.53v0.866 0.349 0.506v-0.866 0.349 0.506v0 2.357 0.041v-0.478 0.498 0.726v-0.226 0.241 0.888v-0.73 0.241 0.888v-0.478 0.119 0.3v0.478 0.414 -0.287v0.226 0.114 -0.242v0.73 0.114 -0.242v0.478 0.239 -0.829v0.889 1.785 -0.153v0.738 1.876 0.236v1.04 2.123 0.061v1.238 1.643 0.25v-0.889 2.079 -0.178v-0.738 1.734 0.025v-1.04 1.974 0.208v-1.238 1.651 -0.193v n-0.753 -0.307 0.582n0.499 0.355 0.791n0 -0.017 -1n0.753 -0.307 0.582n0 0.736 -0.677n-0.499 0.355 0.791n0.756 0.18 -0.629n0 -1 -0.017n0 0.226 0.974n-0.756 0.18 -0.629n-0.423 -0.905 0.047n-0.707 0.577 -0.409n0.172 0.421 0.891n0.766 0.064 -0.64n0.423 -0.315 -0.85n0.707 0.562 0.429n-0.171 -0.724 0.668n-0.766 0.63 -0.13n0.765 0.481 -0.429n0 0.534 0.845n0 -0.979 0.205n-0.765 0.481 -0.429n-0.765 0.613 -0.198n0 0.147 0.989n0 -0.978 -0.208n0.765 0.613 -0.198 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 23f14 15 16 24f15 17 16 25f16 17 14 26 ]\nset [&playerjumpin v] to (*model_id)\nLoad model [pj0] size [40] data [v0 2.934 0.264v-0.279 3.121 0.001v0.279 3.121 0.001v0 2.457 0.019v0 3.237 0.125v0 0.239 -0.536v0.866 0.239 0.5v-0.866 0.239 0.5v0 2.239 0v-0.478 0.214 -0.137v-0.226 -0.07 -0.032v-0.73 -0.07 -0.032v-0.478 -0.069 -0.632v0.478 0.214 -0.137v0.226 -0.07 -0.032v0.73 -0.07 -0.032v0.478 -0.069 -0.632v0.889 1.806 -0.247v0.738 1.654 0.123v1.04 1.957 0.123v1.238 1.456 0v-0.889 1.806 -0.247v-0.738 1.654 0.123v-1.04 1.957 0.123v-1.238 1.456 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n-0.423 -0.766 -0.485n-0.707 0.707 0n0.172 -0.171 0.97n0.766 0.423 -0.485n0.423 -0.766 -0.485n0.707 0.707 0n-0.171 -0.171 0.97n-0.766 0.423 -0.485n0.765 0.559 -0.32n0 0.348 0.937n0 -1 -0.002n-0.765 0.559 -0.32 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj1] size [40] data [v0 2.943 0.264v-0.279 3.13 0.001v0.279 3.13 0.001v0 2.466 0.019v0 3.246 0.125v0 0.248 -0.536v0.866 0.248 0.5v-0.866 0.248 0.5v0 2.248 0v-0.478 0.211 -0.142v-0.226 -0.071 -0.03v-0.73 -0.071 -0.03v-0.478 -0.083 -0.63v0.478 0.211 -0.142v0.226 -0.071 -0.03v0.73 -0.071 -0.03v0.478 -0.083 -0.63v0.89 1.816 -0.247v0.745 1.659 0.123v1.035 1.973 0.123v1.253 1.481 0v-0.89 1.816 -0.247v-0.745 1.659 0.123v-1.035 1.973 0.123v-1.253 1.481 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n-0.392 -0.782 -0.485n-0.735 0.678 0n0.178 -0.164 0.97n0.748 0.453 -0.485n0.392 -0.782 -0.485n0.735 0.678 0n-0.178 -0.164 0.97n-0.748 0.453 -0.485n0.765 0.552 -0.332n0 0.368 0.93n0 -1 0.02n-0.765 0.552 -0.332 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj2] size [40] data [v0 2.968 0.264v-0.279 3.156 0.001v0.279 3.156 0.001v0 2.491 0.019v0 3.272 0.125v0 0.274 -0.536v0.866 0.274 0.5v-0.866 0.274 0.5v0 2.274 0v-0.478 0.202 -0.154v-0.226 -0.072 -0.026v-0.73 -0.072 -0.026v-0.478 -0.119 -0.624v0.478 0.202 -0.154v0.226 -0.072 -0.026v0.73 -0.072 -0.026v0.478 -0.119 -0.624v0.892 1.845 -0.247v0.766 1.673 0.123v1.019 2.017 0.123v1.29 1.552 0v-0.892 1.845 -0.247v-0.766 1.673 0.123v-1.019 2.017 0.123v-1.29 1.552 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n-0.302 -0.821 -0.485n-0.806 0.592 0n0.195 -0.144 0.97n0.693 0.533 -0.485n0.302 -0.821 -0.485n0.806 0.592 0n-0.195 -0.144 0.97n-0.693 0.533 -0.485n0.765 0.532 -0.364n0 0.422 0.907n0 -0.997 0.078n-0.765 0.532 -0.364 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj3] size [40] data [v0 3.006 0.264v-0.279 3.193 0.001v0.279 3.193 0.001v0 2.529 0.019v0 3.309 0.125v0 0.311 -0.536v0.866 0.311 0.5v-0.866 0.311 0.5v0 2.311 0v-0.478 0.188 -0.171v-0.226 -0.074 -0.019v-0.73 -0.074 -0.019v-0.478 -0.173 -0.611v0.478 0.188 -0.171v0.226 -0.074 -0.019v0.73 -0.074 -0.019v0.478 -0.173 -0.611v0.895 1.888 -0.247v0.8 1.696 0.123v0.991 2.079 0.123v1.338 1.668 0v-0.895 1.888 -0.247v-0.8 1.696 0.123v-0.991 2.079 0.123v-1.338 1.668 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n-0.157 -0.86 -0.485n-0.895 0.446 0n0.217 -0.108 0.97n0.592 0.644 -0.485n0.158 -0.86 -0.485n0.895 0.446 0n-0.217 -0.108 0.97n-0.592 0.644 -0.485n0.765 0.498 -0.409n0 0.5 0.866n0 -0.986 0.165n-0.765 0.498 -0.409 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj4] size [40] data [v0 3.051 0.264v-0.279 3.238 0.001v0.279 3.238 0.001v0 2.574 0.019v0 3.354 0.125v0 0.356 -0.536v0.866 0.356 0.5v-0.866 0.356 0.5v0 2.356 0v-0.478 0.169 -0.19v-0.226 -0.076 -0.011v-0.73 -0.076 -0.011v-0.478 -0.238 -0.589v0.478 0.169 -0.19v0.226 -0.076 -0.011v0.73 -0.076 -0.011v0.478 -0.238 -0.589v0.898 1.941 -0.247v0.846 1.734 0.123v0.95 2.149 0.123v1.377 1.822 0v-0.898 1.941 -0.247v-0.846 1.734 0.123v-0.95 2.149 0.123v-1.377 1.822 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n0.032 -0.874 -0.485n-0.97 0.242 0n0.235 -0.059 0.97n0.438 0.757 -0.485n-0.032 -0.874 -0.485n0.97 0.242 0n-0.235 -0.059 0.97n-0.438 0.757 -0.485n0.765 0.451 -0.46n0 0.59 0.808n0 -0.963 0.27n-0.765 0.451 -0.46 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj5] size [40] data [v0 3.1 0.264v-0.279 3.288 0.001v0.279 3.288 0.001v0 2.623 0.019v0 3.404 0.125v0 0.406 -0.536v0.866 0.406 0.5v-0.866 0.406 0.5v0 2.406 0v-0.478 0.145 -0.209v-0.226 -0.077 -0.002v-0.73 -0.077 -0.002v-0.478 -0.306 -0.557v0.478 0.145 -0.209v0.226 -0.077 -0.002v0.73 -0.077 -0.002v0.478 -0.306 -0.557v0.898 2 -0.247v0.898 1.786 0.123v0.898 2.214 0.123v1.392 2 0v-0.898 2 -0.247v-0.898 1.786 0.123v-0.898 2.214 0.123v-1.392 2 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n0.243 -0.84 -0.485n-1 0 0n0.243 0 0.97n0.243 0.84 -0.485n-0.242 -0.84 -0.485n1 0 0n-0.242 0 0.97n-0.242 0.84 -0.485n0.765 0.394 -0.51n0 0.681 0.733n0 -0.925 0.381n-0.765 0.394 -0.51 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj6] size [40] data [v0 3.15 0.264v-0.279 3.337 0.001v0.279 3.337 0.001v0 2.672 0.019v0 3.453 0.125v0 0.455 -0.536v0.866 0.455 0.5v-0.866 0.455 0.5v0 2.455 0v-0.478 0.12 -0.224v-0.226 -0.077 0.007v-0.73 -0.077 0.007v-0.478 -0.369 -0.518v0.478 0.12 -0.224v0.226 -0.077 0.007v0.73 -0.077 0.007v0.478 -0.369 -0.518v0.897 2.058 -0.247v0.948 1.85 0.123v0.845 2.266 0.123v1.376 2.177 0v-0.897 2.058 -0.247v-0.948 1.85 0.123v-0.845 2.266 0.123v-1.376 2.177 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n0.438 -0.757 -0.485n-0.97 -0.242 0n0.235 0.059 0.97n0.032 0.874 -0.485n-0.438 -0.757 -0.485n0.97 -0.242 0n-0.235 0.059 0.97n-0.032 0.874 -0.485n0.765 0.332 -0.553n0 0.762 0.648n0 -0.873 0.487n-0.765 0.332 -0.553 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj7] size [40] data [v0 3.195 0.264v-0.279 3.382 0.001v0.279 3.382 0.001v0 2.718 0.019v0 3.498 0.125v0 0.5 -0.536v0.866 0.5 0.5v-0.866 0.5 0.5v0 2.5 0v-0.478 0.095 -0.236v-0.226 -0.075 0.015v-0.73 -0.075 0.015v-0.478 -0.422 -0.475v0.478 0.095 -0.236v0.226 -0.075 0.015v0.73 -0.075 0.015v0.478 -0.422 -0.475v0.893 2.111 -0.247v0.989 1.919 0.123v0.798 2.302 0.123v1.335 2.331 0v-0.893 2.111 -0.247v-0.989 1.919 0.123v-0.798 2.302 0.123v-1.335 2.331 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n0.592 -0.644 -0.485n-0.895 -0.446 0n0.217 0.108 0.97n-0.157 0.86 -0.485n-0.592 -0.644 -0.485n0.895 -0.446 0n-0.217 0.108 0.97n0.158 0.86 -0.485n0.765 0.271 -0.585n0 0.827 0.563n0 -0.816 0.578n-0.765 0.271 -0.585 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj8] size [40] data [v0 3.232 0.264v-0.279 3.42 0.001v0.279 3.42 0.001v0 2.755 0.019v0 3.535 0.125v0 0.537 -0.536v0.866 0.537 0.5v-0.866 0.537 0.5v0 2.537 0v-0.478 0.074 -0.243v-0.226 -0.074 0.021v-0.73 -0.074 0.021v-0.478 -0.462 -0.436v0.478 0.074 -0.243v0.226 -0.074 0.021v0.73 -0.074 0.021v0.478 -0.462 -0.436v0.89 2.153 -0.247v1.016 1.981 0.123v0.763 2.326 0.123v1.288 2.446 0v-0.89 2.153 -0.247v-1.016 1.981 0.123v-0.763 2.326 0.123v-1.288 2.446 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n0.693 -0.533 -0.485n-0.806 -0.592 0n0.195 0.144 0.97n-0.302 0.821 -0.485n-0.693 -0.533 -0.485n0.806 -0.592 0n-0.195 0.144 0.97n0.302 0.821 -0.485n0.765 0.218 -0.606n0 0.873 0.488n0 -0.763 0.647n-0.765 0.218 -0.606 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pj9] size [40] data [v0 3.258 0.264v-0.279 3.445 0.001v0.279 3.445 0.001v0 2.78 0.019v0 3.561 0.125v0 0.563 -0.536v0.866 0.563 0.5v-0.866 0.563 0.5v0 2.563 0v-0.478 0.06 -0.247v-0.226 -0.072 0.026v-0.73 -0.072 0.026v-0.478 -0.487 -0.408v0.478 0.06 -0.247v0.226 -0.072 0.026v0.73 -0.072 0.026v0.478 -0.487 -0.408v0.887 2.182 -0.247v1.032 2.025 0.123v0.742 2.339 0.123v1.25 2.517 0v-0.887 2.182 -0.247v-1.032 2.025 0.123v-0.742 2.339 0.123v-1.25 2.517 0v n-0.753 -0.301 0.585n0.499 0.363 0.787n0 -0.027 -1n0.753 -0.301 0.585n0 0.729 -0.685n-0.499 0.363 0.787n0.756 0.169 -0.632n0 -1 0n0 0.243 0.97n-0.756 0.169 -0.632n0.748 -0.453 -0.485n-0.735 -0.678 0n0.178 0.165 0.97n-0.392 0.782 -0.485n-0.748 -0.453 -0.485n0.735 -0.678 0n-0.178 0.165 0.97n0.392 0.782 -0.485n0.765 0.182 -0.618n0 0.9 0.436n0 -0.723 0.691n-0.765 0.182 -0.618 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nset [&playerholdrope v] to (*model_id)\nLoad model [pr0] size [40] data [v0 3.028 0.448v-0.279 3.233 0.198v0.279 3.233 0.198v0 2.569 0.172v0 3.34 0.329v0 0.393 -0.53v0.866 0.324 0.504v-0.866 0.324 0.504v0 2.353 0.138v-0.478 0.238 -0.088v-0.226 -0.062 -0.046v-0.73 -0.062 -0.046v-0.478 0.068 -0.632v0.478 0.238 -0.088v0.226 -0.062 -0.046v0.73 -0.062 -0.046v0.478 0.068 -0.632v0.898 1.964 -0.135v0.898 1.726 0.22v0.898 2.153 0.249v1.392 1.948 0.111v-0.898 1.964 -0.135v-0.898 1.726 0.22v-0.898 2.153 0.249v-1.392 1.948 0.111v n-0.753 -0.339 0.564n0.499 0.309 0.81n0 0.04 -0.999n0.753 -0.339 0.564n0 0.773 -0.635n-0.499 0.309 0.81n0.756 0.211 -0.619n0 -0.998 -0.067n0 0.177 0.984n-0.756 0.211 -0.619n0.243 -0.806 -0.54n-1 0 0n0.243 -0.065 0.968n0.243 0.871 -0.428n-0.242 -0.806 -0.54n1 0 0n-0.242 -0.065 0.968n-0.242 0.871 -0.428n0.765 0.615 -0.193n0 0.14 0.99n0 -0.976 -0.216n-0.765 0.615 -0.193 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr1] size [40] data [v0 3.009 0.554v-0.279 3.223 0.312v0.279 3.223 0.312v0 2.56 0.26v0 3.325 0.447v0 0.413 -0.525v0.866 0.304 0.505v-0.866 0.304 0.505v0 2.346 0.218v-0.478 0.28 -0.078v-0.226 -0.021 -0.047v-0.73 -0.021 -0.047v-0.478 0.131 -0.628v0.478 0.28 -0.078v0.226 -0.021 -0.047v0.73 -0.021 -0.047v0.478 0.131 -0.628v0.879 2.051 -0.061v0.889 1.799 0.285v0.869 2.224 0.33v1.372 2.048 0.187v-0.879 2.051 -0.061v-0.889 1.799 0.285v-0.868 2.224 0.33v-1.372 2.048 0.187v n-0.753 -0.361 0.55n0.499 0.278 0.821n0 0.079 -0.997n0.753 -0.361 0.55n0 0.797 -0.604n-0.499 0.278 0.821n0.756 0.235 -0.611n0 -0.994 -0.105n0 0.139 0.99n-0.756 0.235 -0.611n0.283 -0.772 -0.569n-0.999 -0.048 -0.005n0.242 -0.09 0.966n0.202 0.897 -0.393n-0.282 -0.772 -0.57n0.999 -0.047 -0.005n-0.242 -0.091 0.966n-0.203 0.897 -0.392n0.765 0.622 -0.169n0 0.101 0.995n0 -0.967 -0.253n-0.765 0.622 -0.169 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr2] size [40] data [v0 2.962 0.749v-0.279 3.193 0.523v0.279 3.193 0.523v0 2.536 0.424v0 3.285 0.665v0 0.451 -0.514v0.866 0.268 0.506v-0.866 0.268 0.506v0 2.325 0.367v-0.478 0.357 -0.055v-0.226 0.054 -0.046v-0.73 0.054 -0.046v-0.478 0.248 -0.614v0.478 0.357 -0.055v0.226 0.054 -0.046v0.73 0.054 -0.046v0.478 0.248 -0.614v0.829 2.213 0.096v0.868 1.941 0.423v0.79 2.354 0.497v1.315 2.258 0.355v-0.828 2.213 0.096v-0.866 1.94 0.423v-0.789 2.354 0.498v-1.314 2.256 0.355v n-0.753 -0.399 0.523n0.499 0.218 0.839n0 0.15 -0.989n0.753 -0.399 0.523n0 0.838 -0.545n-0.499 0.218 0.839n0.756 0.278 -0.592n0 -0.984 -0.176n0 0.068 0.998n-0.756 0.278 -0.592n0.393 -0.683 -0.615n-0.983 -0.18 -0.032n0.238 -0.127 0.963n0.084 0.942 -0.324n-0.39 -0.683 -0.617n0.984 -0.176 -0.034n-0.237 -0.131 0.963n-0.088 0.943 -0.321n0.765 0.633 -0.124n0 0.029 1n0 -0.947 -0.322n-0.765 0.633 -0.124 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr3] size [40] data [v0 2.931 0.853v-0.279 3.17 0.636v0.279 3.17 0.636v0 2.517 0.511v0 3.257 0.781v0 0.471 -0.507v0.866 0.248 0.505v-0.866 0.248 0.505v0 2.309 0.445v-0.478 0.398 -0.04v-0.226 0.095 -0.043v-0.73 0.095 -0.043v-0.478 0.31 -0.604v0.478 0.398 -0.04v0.226 0.095 -0.043v0.73 0.095 -0.043v0.478 0.31 -0.604v0.762 2.327 0.197v0.845 2.056 0.516v0.678 2.44 0.601v1.216 2.463 0.479v-0.759 2.329 0.197v-0.84 2.054 0.515v-0.677 2.44 0.602v-1.215 2.458 0.481v n-0.753 -0.419 0.507n0.499 0.185 0.847n0 0.188 -0.982n0.753 -0.419 0.507n0 0.859 -0.512n-0.499 0.185 0.847n0.756 0.301 -0.581n0 -0.977 -0.215n0 0.029 1n-0.756 0.301 -0.581n0.551 -0.559 -0.619n-0.921 -0.381 -0.084n0.223 -0.116 0.968n-0.105 0.952 -0.287n-0.547 -0.56 -0.623n0.924 -0.372 -0.087n-0.222 -0.124 0.967n0.096 0.955 -0.281n0.765 0.637 -0.099n0 -0.009 1n0 -0.933 -0.359n-0.765 0.637 -0.099 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr4] size [40] data [v0 2.938 0.831v-0.279 3.175 0.612v0.279 3.175 0.612v0 2.522 0.492v0 3.263 0.757v0 0.466 -0.509v0.866 0.253 0.505v-0.866 0.253 0.505v0 2.313 0.429v-0.478 0.389 -0.044v-0.226 0.086 -0.044v-0.73 0.086 -0.044v-0.478 0.297 -0.606v0.478 0.389 -0.044v0.226 0.086 -0.044v0.73 0.086 -0.044v0.478 0.297 -0.606v0.687 2.373 0.166v0.823 2.151 0.506v0.552 2.478 0.558v1.07 2.643 0.459v-0.683 2.375 0.167v-0.815 2.147 0.504v-0.549 2.478 0.56v-1.07 2.636 0.463v n-0.753 -0.415 0.51n0.499 0.192 0.845n0 0.18 -0.984n0.753 -0.415 0.51n0 0.855 -0.519n-0.499 0.192 0.845n0.756 0.296 -0.583n0 -0.978 -0.206n0 0.037 0.999n-0.756 0.296 -0.583n0.72 -0.415 -0.557n-0.774 -0.625 -0.099n0.188 0 0.982n-0.344 0.87 -0.353n-0.712 -0.42 -0.562n0.784 -0.611 -0.106n-0.188 -0.014 0.982n0.33 0.879 -0.343n0.765 0.636 -0.105n0 -0.001 1n0 -0.936 -0.351n-0.765 0.636 -0.105 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr5] size [40] data [v0 2.955 0.774v-0.279 3.188 0.55v0.279 3.188 0.55v0 2.532 0.444v0 3.279 0.693v0 0.456 -0.513v0.866 0.263 0.505v-0.866 0.263 0.505v0 2.321 0.385v-0.478 0.367 -0.052v-0.226 0.064 -0.046v-0.73 0.064 -0.046v-0.478 0.262 -0.612v0.478 0.367 -0.052v0.226 0.064 -0.046v0.73 0.064 -0.046v0.478 0.262 -0.612v0.61 2.391 0.068v0.792 2.277 0.438v0.43 2.505 0.439v0.873 2.809 0.315v-0.603 2.395 0.069v-0.781 2.27 0.437v-0.425 2.507 0.441v-0.876 2.802 0.323v n-0.753 -0.404 0.519n0.499 0.21 0.841n0 0.159 -0.987n0.753 -0.404 0.519n0 0.843 -0.538n-0.499 0.21 0.841n0.756 0.284 -0.59n0 -0.983 -0.185n0 0.058 0.998n-0.756 0.284 -0.59n0.84 -0.241 -0.486n-0.532 -0.847 0n0.13 0.204 0.97n-0.583 0.653 -0.484n-0.834 -0.253 -0.491n0.553 -0.833 -0.015n-0.135 0.184 0.974n0.566 0.675 -0.472n0.765 0.634 -0.118n0 0.02 1n0 -0.944 -0.331n-0.765 0.634 -0.118 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr6] size [40] data [v0 2.977 0.695v-0.279 3.203 0.465v0.279 3.203 0.465v0 2.544 0.378v0 3.298 0.605v0 0.441 -0.518v0.866 0.278 0.506v-0.866 0.278 0.506v0 2.332 0.325v-0.478 0.336 -0.062v-0.226 0.033 -0.047v-0.73 0.033 -0.047v-0.478 0.215 -0.619v0.478 0.336 -0.062v0.226 0.033 -0.047v0.73 0.033 -0.047v0.478 0.215 -0.619v0.536 2.382 -0.065v0.745 2.413 0.307v0.329 2.51 0.286v0.652 2.904 0.073v-0.525 2.387 -0.066v-0.733 2.403 0.308v-0.321 2.515 0.288v-0.657 2.902 0.084v n-0.753 -0.389 0.531n0.499 0.235 0.835n0 0.13 -0.991n0.753 -0.389 0.531n0 0.827 -0.562n-0.499 0.235 0.835n0.756 0.266 -0.598n0 -0.988 -0.157n0 0.088 0.996n-0.756 0.266 -0.598n0.873 -0.065 -0.484n-0.233 -0.95 0.209n0.058 0.439 0.897n-0.761 0.318 -0.565n-0.872 -0.085 -0.483n0.266 -0.945 0.188n-0.07 0.417 0.906n0.748 0.356 -0.56n0.765 0.63 -0.137n0 0.05 0.999n0 -0.953 -0.303n-0.765 0.63 -0.137 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr7] size [40] data [v0 2.997 0.609v-0.279 3.216 0.372v0.279 3.216 0.372v0 2.555 0.306v0 3.316 0.508v0 0.424 -0.522v0.866 0.294 0.506v-0.866 0.294 0.506v0 2.341 0.26v-0.478 0.302 -0.072v-0.226 0 -0.048v-0.73 0 -0.048v-0.478 0.164 -0.625v0.478 0.302 -0.072v0.226 0 -0.048v0.73 0 -0.048v0.478 0.164 -0.625v0.471 2.351 -0.201v0.686 2.524 0.127v0.259 2.505 0.137v0.447 2.903 -0.196v-0.455 2.357 -0.203v-0.673 2.513 0.131v-0.246 2.511 0.137v-0.454 2.909 -0.184v n-0.753 -0.372 0.543n0.499 0.261 0.827n0 0.099 -0.995n0.753 -0.372 0.543n0 0.809 -0.588n-0.499 0.261 0.827n0.756 0.247 -0.606n0 -0.992 -0.125n0 0.119 0.993n-0.756 0.247 -0.606n0.826 0.041 -0.563n0.05 -0.897 0.439n-0.009 0.644 0.765n-0.852 -0.032 -0.522n-0.832 0.021 -0.554n-0.009 -0.909 0.417n-0.009 0.625 0.78n0.848 0.015 -0.53n0.765 0.625 -0.157n0 0.081 0.997n0 -0.962 -0.273n-0.765 0.625 -0.157 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr8] size [40] data [v0 3.014 0.529v-0.279 3.226 0.286v0.279 3.226 0.286v0 2.562 0.239v0 3.329 0.42v0 0.409 -0.526v0.866 0.309 0.505v-0.866 0.309 0.505v0 2.348 0.2v-0.478 0.271 -0.081v-0.226 -0.031 -0.047v-0.73 -0.031 -0.047v-0.478 0.116 -0.629v0.478 0.271 -0.081v0.226 -0.031 -0.047v0.73 -0.031 -0.047v0.478 0.116 -0.629v0.42 2.314 -0.314v0.628 2.589 -0.06v0.215 2.501 0.011v0.291 2.841 -0.418v-0.4 2.32 -0.317v-0.615 2.579 -0.053v-0.198 2.508 0.009v-0.296 2.855 -0.409v n-0.753 -0.356 0.554n0.499 0.285 0.819n0 0.069 -0.998n0.753 -0.356 0.554n0 0.791 -0.611n-0.499 0.285 0.819n0.756 0.229 -0.613n0 -0.995 -0.096n0 0.148 0.989n-0.756 0.229 -0.613n0.745 0.052 -0.665n0.264 -0.755 0.601n-0.061 0.788 0.613n-0.876 -0.291 -0.384n-0.758 0.036 -0.651n-0.22 -0.78 0.585n0.038 0.774 0.632n0.881 -0.243 -0.407n0.765 0.62 -0.175n0 0.11 0.994n0 -0.97 -0.244n-0.765 0.62 -0.175 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\nLoad model [pr9] size [40] data [v0 3.025 0.471v-0.279 3.231 0.223v0.279 3.231 0.223v0 2.567 0.191v0 3.337 0.354v0 0.397 -0.529v0.866 0.32 0.504v-0.866 0.32 0.504v0 2.352 0.155v-0.478 0.247 -0.086v-0.226 -0.053 -0.046v-0.73 -0.053 -0.046v-0.478 0.081 -0.631v0.478 0.247 -0.086v0.226 -0.053 -0.046v0.73 -0.053 -0.046v0.478 0.081 -0.631v0.387 2.285 -0.391v0.585 2.614 -0.203v0.192 2.502 -0.078v0.194 2.774 -0.558v-0.365 2.291 -0.395v-0.572 2.606 -0.194v-0.172 2.508 -0.081v-0.197 2.792 -0.554v n-0.753 -0.344 0.561n0.499 0.303 0.812n0 0.048 -0.999n0.753 -0.344 0.561n0 0.778 -0.628n-0.499 0.303 0.812n0.756 0.216 -0.617n0 -0.997 -0.075n0 0.169 0.986n-0.756 0.216 -0.617n0.675 0.014 -0.738n0.393 -0.622 0.677n-0.091 0.867 0.491n-0.87 -0.428 -0.246n-0.693 0.003 -0.721n-0.349 -0.656 0.669n0.066 0.857 0.511n0.881 -0.383 -0.277n0.765 0.617 -0.188n0 0.132 0.991n0 -0.975 -0.224n-0.765 0.617 -0.188 ufff1 2 4 1f3 5 1 2f2 3 4 3f3 1 4 4f2 5 3 5f1 5 2 6uf6 9 7 7f6 7 8 8f7 9 8 9f8 9 6 10uf18 21 19 11f18 19 20 12f19 21 20 13f20 21 18 14f22 23 25 15f22 24 23 16f23 24 25 17f24 22 25 18uf10 11 13 19f10 12 11 20f11 12 13 21f12 10 13 22f14 17 15 22f14 15 16 20f15 17 16 21f16 17 14 19 ]\n\ndefine Add Other Meshes\nset [&finalcoin v] to (*model_id)\nLoad model [end] size [40] data [v0 1 0v0.943 -0.333 0v-0.471 -0.333 -0.816v-0.471 -0.333 0.816v0 -2.489 0v0.943 -1.156 0v-0.471 -1.156 0.816v-0.471 -1.156 -0.816v0.422 1.345 0.631v-0.058 0.01 1.44v1.241 0.855 1.956v1.327 -0.013 0.575v0.422 1.345 0.631v-0.058 0.01 1.44v1.241 0.855 1.956v1.327 -0.013 0.575v0.417 1.324 -0.731v-0.107 -0.033 -1.474v1.249 -0.072 -0.566v1.248 0.714 -1.997v-2.245 0.828 -0.061v-1.103 0.033 -0.916v-1.119 -0.066 0.714v-0.692 1.332 -0.015v n0.471 -0.333 0.817n-0.943 -0.333 0n0.471 -0.333 -0.816n0 1 0n-0.594 0.562 0.576n0.791 0.539 -0.29n0.311 -0.796 0.519n-0.508 -0.305 -0.805n-0.546 -0.23 0.805n0.809 0.516 0.282n0.285 -0.84 -0.461n-0.547 0.555 -0.626n-0.598 -0.8 -0.054n-0.187 0.499 0.846n0.955 -0.296 -0.008n-0.171 0.598 -0.783n0.471 0.333 -0.816n-0.943 0.333 0n0 -1 0n0.471 0.333 0.817 ufff5 6 7 1f5 7 8 2f5 8 6 3f6 8 7 4f9 10 11 5f9 11 12 6f10 12 11 7f10 9 12 8f13 14 15 5f13 15 16 6f14 16 15 7f14 13 16 8f17 18 19 9f17 19 20 10f18 20 19 11f18 17 20 12f21 22 23 13f21 23 24 14f22 24 23 15f22 21 24 16uf1 2 3 17f1 3 4 18f2 4 3 19f2 1 4 20 ]\nset [&button v] to (*model_id)\nLoad model [button1] size [40] data [v1 1.321 -1v1 1.321 1v-1 1.321 -1v-1 1.321 1v-1 0.625 -1v-1 0.625 1v1 0.625 -1v1 0.625 1v n0 1 0n0 0 1n-1 0 0n1 0 0n0 0 -1 ufff3 2 1 1f2 6 8 2f4 5 6 3f1 8 7 4f3 7 5 5f3 4 2 1f2 4 6 2f4 3 5 3f1 2 8 4f3 1 7 5 ]\nLoad model [button2] size [40] data [v1 0.653 -1v1 0.653 1v-1 0.653 -1v-1 0.653 1v-1.458 0 -1.458v-1.458 0 1.458v1.458 0 -1.458v1.458 0 1.458v n0 0.574 0.819n-0.819 0.574 0n0.819 0.574 0n0 0.574 -0.819 ufff4 8 2 1f3 6 4 2f2 7 1 3f1 5 3 4f4 6 8 1f3 5 6 2f2 8 7 3f1 7 5 4 ]\nset [&boostcircle v] to (*model_id)\nLoad model [boost] size [100] data [v0 1.25 0.002v0 0.988 0.002v-0.977 0.779 0.002v-0.772 0.616 0.002v-1.219 -0.278 0.002v-0.963 -0.22 0.002v-0.542 -1.126 0.002v-0.429 -0.89 0.002v0.542 -1.126 0.002v0.429 -0.89 0.002v1.219 -0.278 0.002v0.963 -0.22 0.002v0.977 0.779 0.002v0.772 0.616 0.002v n0 0 -1 ufff4 1 2 1f6 3 4 1f8 5 6 1f10 7 8 1f12 9 10 1f14 11 12 1f2 13 14 1uf4 3 1 1f6 5 3 1f8 7 5 1f10 9 7 1f12 11 9 1f14 13 11 1f2 1 13 1 ]\n\ndefine Add Boss1 Mesh\nset [&boss_1_idle v] to (*model_id)\nLoad model [1i0] size [100] data [v-1 1.394 -0.958v-0.746 0.562 -1.039v1 1.394 -0.958v0.746 0.562 -1.039v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.5 -0.512v0.483 1.221 -0.779v0.929 1.221 -0.779v0.706 1.972 -1.377v-0.706 1.5 -0.512v-0.483 1.221 -0.779v-0.929 1.221 -0.779v-0.706 1.972 -1.377v0 0.787 -1.047v0 0.876 -1.008v-0.746 0.925 -1.003v0.746 0.925 -1.003v0 1.121 -1.081v0 1.189 -0.978v0.473 1.053 -1.212v0.392 1.287 -1.189v0.157 1.156 -1.202v-0.473 1.053 -1.212v-0.392 1.287 -1.189v-0.157 1.156 -1.202v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.451 -0.825v-0.359 0.048 -0.864v0.561 0.451 -0.825v-0.257 0.434 -0.65v0.257 0.468 -0.999v-0.257 0.468 -0.999v0.257 0.434 -0.65v0.359 0.048 -0.864v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.994 -0.11n0.955 -0.295 0.033n0 0 1n0 -0.999 -0.048n0 -0.038 -0.999n-0.955 -0.295 0.033n0.987 -0.156 -0.043n-0.987 -0.156 -0.043n0 -0.37 -0.929n0 0.097 -0.995n0.267 0.808 -0.525n-0.267 0.808 -0.525n0.04 0.097 -0.994n-0.04 0.097 -0.994n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.241 -0.023n0.485 -0.16 -0.86n-0.485 -0.323 0.813n-0.97 -0.241 -0.023n-0.485 -0.16 -0.86n0.485 -0.323 0.813n-0.021 0.401 -0.916n0.021 0.401 -0.916n-0.858 0.451 0.246n0 -0.691 0.722n0 -0.623 -0.782n0.858 0.451 0.246n0 0.692 -0.722n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1i1] size [100] data [v-1 1.375 -0.967v-0.746 0.542 -1.032v1 1.375 -0.967v0.746 0.542 -1.032v-0.977 1.61 1v-0.819 0.464 1v0.978 1.611 1v0.819 0.464 1v0.702 1.491 -0.524v0.484 1.215 -0.798v0.928 1.199 -0.773v0.768 1.945 -1.396v-0.702 1.491 -0.524v-0.484 1.215 -0.798v-0.928 1.199 -0.773v-0.768 1.945 -1.396v0 0.767 -1.045v0 0.857 -1.007v-0.746 0.906 -1.003v0.746 0.906 -1.003v0 1.101 -1.085v0 1.17 -0.983v0.473 1.03 -1.214v0.393 1.265 -1.196v0.157 1.133 -1.206v-0.473 1.03 -1.214v-0.392 1.265 -1.196v-0.157 1.133 -1.206v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.435 -0.816v-0.359 0.032 -0.847v0.561 0.435 -0.816v-0.257 0.422 -0.641v0.257 0.449 -0.991v-0.257 0.449 -0.991v0.257 0.422 -0.641v0.359 0.032 -0.847v-0.016 1.428 1.561v0.219 1.02 0.576v-0.205 1.023 0.578v-0.026 1.524 1.716v0.13 1.404 1.427v-0.167 1.405 1.424v n0 0.993 -0.119n0.954 -0.295 0.046n0 0 1n0 -0.999 -0.039n0 -0.057 -0.998n-0.954 -0.295 0.046n0.99 -0.137 -0.041n-0.99 -0.137 -0.041n0 -0.388 -0.922n0 0.078 -0.997n0.267 0.798 -0.54n-0.267 0.798 -0.54n0.041 0.078 -0.996n-0.04 0.078 -0.996n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 -0.019n0.485 -0.176 -0.856n-0.485 -0.307 0.819n-0.97 -0.242 -0.019n-0.485 -0.176 -0.856n0.485 -0.307 0.819n-0.001 0.993 -0.118n0 0 1n-0.021 0.384 -0.923n0.021 0.384 -0.923n-0.853 0.487 0.188n-0.067 -0.676 0.734n0.021 -0.638 -0.769n0.859 0.424 0.286n0.853 0.487 0.188n-0.067 0.676 -0.733n-0.02 -0.638 -0.769n-0.859 0.424 0.286n0.005 0.925 -0.381 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1i2] size [100] data [v-1 1.331 -0.987v-0.746 0.496 -1.014v1 1.331 -0.987v0.746 0.496 -1.014v-0.924 1.608 1.001v-0.819 0.464 1v0.924 1.613 0.999v0.819 0.464 1v0.694 1.468 -0.552v0.488 1.194 -0.837v0.925 1.15 -0.762v0.883 1.874 -1.43v-0.694 1.468 -0.552v-0.488 1.194 -0.837v-0.925 1.151 -0.763v-0.883 1.874 -1.43v0 0.72 -1.037v0 0.812 -1.004v-0.746 0.861 -1.002v0.746 0.861 -1.002v0 1.052 -1.093v0 1.125 -0.994v0.473 0.975 -1.218v0.393 1.211 -1.211v0.157 1.078 -1.215v-0.473 0.975 -1.218v-0.392 1.211 -1.211v-0.157 1.078 -1.215v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.399 -0.793v-0.359 -0.005 -0.807v0.561 0.399 -0.793v-0.257 0.393 -0.618v0.258 0.405 -0.969v-0.257 0.405 -0.969v0.258 0.393 -0.618v0.359 -0.005 -0.806v-0.015 1.403 1.571v0.218 1.035 0.57v-0.206 1.037 0.573v-0.024 1.493 1.729v0.131 1.385 1.436v-0.166 1.385 1.433v n0 0.99 -0.14n0.953 -0.293 0.078n0 -0.001 1n0 -1 -0.016n0 -0.102 -0.995n-0.953 -0.293 0.077n0.995 -0.091 -0.038n-0.995 -0.091 -0.038n0 -0.429 -0.903n0 0.033 -0.999n0.267 0.773 -0.576n-0.267 0.773 -0.576n0.041 0.032 -0.999n-0.04 0.032 -0.999n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 -0.008n0.485 -0.215 -0.847n-0.485 -0.27 0.832n-0.97 -0.242 -0.008n-0.485 -0.215 -0.848n0.485 -0.27 0.832n-0.003 0.99 -0.138n0.001 0.001 1n-0.02 0.341 -0.94n0.021 0.341 -0.94n-0.833 0.548 0.074n-0.19 -0.634 0.749n0.058 -0.675 -0.735n0.851 0.382 0.36n0.833 0.548 0.074n-0.19 0.634 -0.749n-0.058 -0.675 -0.735n-0.851 0.382 0.36n0.004 0.939 -0.345 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1i3] size [100] data [v-1 1.277 -1.008v-0.745 0.442 -0.99v1 1.277 -1.008v0.746 0.442 -0.99v-0.859 1.606 1.002v-0.819 0.464 1v0.861 1.614 0.999v0.819 0.464 1v0.69 1.438 -0.583v0.492 1.155 -0.864v0.922 1.103 -0.762v0.944 1.789 -1.468v-0.69 1.438 -0.583v-0.492 1.155 -0.865v-0.922 1.103 -0.762v-0.943 1.789 -1.468v0 0.665 -1.025v0 0.758 -0.997v-0.745 0.807 -0.998v0.746 0.807 -0.998v0 0.993 -1.099v0 1.072 -1.004v0.473 0.909 -1.22v0.393 1.145 -1.225v0.157 1.012 -1.222v-0.472 0.909 -1.22v-0.392 1.145 -1.225v-0.157 1.012 -1.222v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.357 -0.765v-0.358 -0.047 -0.756v0.561 0.357 -0.764v-0.257 0.361 -0.589v0.258 0.353 -0.94v-0.257 0.353 -0.94v0.258 0.361 -0.589v0.359 -0.047 -0.756v-0.013 1.373 1.581v0.217 1.052 0.564v-0.207 1.054 0.568v-0.022 1.456 1.744v0.132 1.361 1.445v-0.165 1.362 1.443v n0 0.986 -0.166n0.951 -0.287 0.114n0 -0.001 1n0 -1 0.011n0 -0.155 -0.988n-0.951 -0.287 0.113n0.999 -0.036 -0.036n-0.999 -0.035 -0.036n0 -0.477 -0.879n0 -0.022 -1n0.267 0.74 -0.617n-0.267 0.74 -0.617n0.041 -0.022 -0.999n-0.04 -0.022 -0.999n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 0.006n0.485 -0.261 -0.835n-0.485 -0.224 0.845n-0.97 -0.242 0.005n-0.485 -0.261 -0.835n0.485 -0.224 0.845n-0.005 0.987 -0.161n0.002 0.001 1n-0.02 0.29 -0.957n0.021 0.29 -0.957n-0.817 0.577 -0.006n-0.255 -0.586 0.769n0.078 -0.716 -0.694n0.841 0.375 0.39n0.817 0.577 -0.005n-0.255 0.586 -0.769n-0.078 -0.716 -0.694n-0.841 0.375 0.39n0.003 0.954 -0.301 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1i4] size [100] data [v-1 1.277 -1.008v-0.745 0.442 -0.99v1 1.277 -1.008v0.746 0.442 -0.99v-0.859 1.606 1.002v-0.819 0.464 1v0.861 1.614 0.999v0.819 0.464 1v0.69 1.438 -0.583v0.492 1.155 -0.864v0.922 1.103 -0.762v0.944 1.789 -1.468v-0.69 1.438 -0.583v-0.492 1.155 -0.865v-0.922 1.103 -0.762v-0.943 1.789 -1.468v0 0.665 -1.025v0 0.758 -0.997v-0.745 0.807 -0.998v0.746 0.807 -0.998v0 0.993 -1.099v0 1.072 -1.004v0.473 0.909 -1.22v0.393 1.145 -1.225v0.157 1.012 -1.222v-0.472 0.909 -1.22v-0.392 1.145 -1.225v-0.157 1.012 -1.222v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.357 -0.765v-0.358 -0.047 -0.756v0.561 0.357 -0.764v-0.257 0.361 -0.589v0.258 0.353 -0.94v-0.257 0.353 -0.94v0.258 0.361 -0.589v0.359 -0.047 -0.756v-0.013 1.373 1.581v0.217 1.052 0.564v-0.207 1.054 0.568v-0.022 1.456 1.744v0.132 1.361 1.445v-0.165 1.362 1.443v n0 0.986 -0.166n0.951 -0.287 0.114n0 -0.001 1n0 -1 0.011n0 -0.155 -0.988n-0.951 -0.287 0.113n0.999 -0.036 -0.036n-0.999 -0.035 -0.036n0 -0.477 -0.879n0 -0.022 -1n0.267 0.74 -0.617n-0.267 0.74 -0.617n0.041 -0.022 -0.999n-0.04 -0.022 -0.999n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 0.006n0.485 -0.261 -0.835n-0.485 -0.224 0.845n-0.97 -0.242 0.005n-0.485 -0.261 -0.835n0.485 -0.224 0.845n-0.005 0.987 -0.161n0.002 0.001 1n-0.02 0.29 -0.957n0.021 0.29 -0.957n-0.817 0.577 -0.006n-0.255 -0.586 0.769n0.078 -0.716 -0.694n0.841 0.375 0.39n0.817 0.577 -0.005n-0.255 0.586 -0.769n-0.078 -0.716 -0.694n-0.841 0.375 0.39n0.003 0.954 -0.301 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1i5] size [100] data [v-1 1.212 -1.03v-0.745 0.38 -0.958v1 1.212 -1.029v0.746 0.38 -0.958v-0.783 1.603 1.002v-0.819 0.464 1v0.785 1.616 0.998v0.819 0.464 1v0.706 1.398 -0.611v0.483 1.075 -0.823v0.929 1.075 -0.822v0.707 1.705 -1.547v-0.706 1.398 -0.611v-0.483 1.075 -0.823v-0.928 1.075 -0.823v-0.705 1.705 -1.547v0 0.6 -1.007v0 0.694 -0.985v-0.745 0.744 -0.99v0.746 0.744 -0.989v0 0.922 -1.102v0 1.007 -1.012v0.473 0.831 -1.217v0.393 1.066 -1.237v0.158 0.934 -1.226v-0.472 0.831 -1.218v-0.392 1.066 -1.238v-0.157 0.934 -1.226v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.31 -0.728v-0.358 -0.094 -0.693v0.561 0.31 -0.727v-0.257 0.325 -0.553v0.258 0.294 -0.902v-0.257 0.294 -0.902v0.258 0.325 -0.553v0.359 -0.094 -0.692v-0.011 1.337 1.591v0.216 1.073 0.557v-0.208 1.075 0.562v-0.02 1.411 1.758v0.134 1.333 1.454v-0.164 1.333 1.454v n0 0.981 -0.195n0.948 -0.276 0.156n0 -0.002 1n0 -0.999 0.043n0 -0.219 -0.976n-0.949 -0.276 0.154n0.999 0.03 -0.038n-0.999 0.032 -0.039n0 -0.533 -0.846n0 -0.086 -0.996n0.268 0.699 -0.663n-0.267 0.699 -0.663n0.041 -0.086 -0.995n-0.04 -0.086 -0.995n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 0.021n0.485 -0.314 -0.816n-0.485 -0.169 0.858n-0.97 -0.242 0.02n-0.485 -0.314 -0.816n0.485 -0.169 0.858n-0.009 0.982 -0.188n0.003 0.002 1n-0.02 0.228 -0.973n0.021 0.228 -0.973n-0.858 0.488 0.159n0 -0.549 0.836n0 -0.755 -0.656n0.858 0.488 0.16n0 0.549 -0.836n0.002 0.969 -0.247 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1i6] size [100] data [v-1 1.232 -1.024v-0.745 0.398 -0.968v1 1.232 -1.023v0.746 0.398 -0.967v-0.806 1.604 1.002v-0.819 0.464 1v0.807 1.616 0.998v0.819 0.464 1v0.706 1.409 -0.601v0.483 1.091 -0.819v0.929 1.091 -0.819v0.706 1.734 -1.532v-0.706 1.409 -0.602v-0.483 1.091 -0.82v-0.928 1.091 -0.82v-0.705 1.734 -1.532v0 0.619 -1.013v0 0.713 -0.989v-0.745 0.762 -0.993v0.746 0.762 -0.992v0 0.943 -1.101v0 1.026 -1.01v0.473 0.854 -1.218v0.393 1.089 -1.234v0.158 0.957 -1.226v-0.472 0.854 -1.219v-0.392 1.089 -1.235v-0.157 0.957 -1.226v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.323 -0.739v-0.358 -0.081 -0.712v0.561 0.323 -0.738v-0.257 0.335 -0.564v0.258 0.312 -0.913v-0.257 0.312 -0.914v0.258 0.335 -0.564v0.359 -0.081 -0.711v-0.012 1.348 1.588v0.217 1.066 0.559v-0.208 1.069 0.564v-0.021 1.424 1.754v0.133 1.341 1.452v-0.164 1.342 1.451v n0 0.982 -0.187n0.949 -0.28 0.144n0 -0.002 1n0 -0.999 0.033n0 -0.2 -0.98n-0.949 -0.28 0.142n0.999 0.01 -0.037n-0.999 0.012 -0.038n0 -0.517 -0.856n0 -0.067 -0.998n0.267 0.712 -0.65n-0.267 0.712 -0.65n0.041 -0.067 -0.997n-0.04 -0.067 -0.997n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 0.017n0.485 -0.298 -0.822n-0.485 -0.186 0.854n-0.97 -0.242 0.016n-0.485 -0.298 -0.822n0.485 -0.186 0.855n-0.007 0.984 -0.18n0.002 0.001 1n-0.02 0.246 -0.969n0.021 0.246 -0.969n-0.858 0.485 0.169n0 -0.564 0.826n0 -0.742 -0.67n0.858 0.485 0.169n0 0.564 -0.825n0.003 0.965 -0.263 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1i7] size [100] data [v-1 1.277 -1.008v-0.745 0.442 -0.99v1 1.277 -1.008v0.746 0.442 -0.99v-0.859 1.606 1.002v-0.819 0.464 1v0.861 1.614 0.999v0.819 0.464 1v0.706 1.436 -0.578v0.483 1.128 -0.81v0.929 1.128 -0.81v0.706 1.802 -1.493v-0.706 1.436 -0.579v-0.483 1.128 -0.811v-0.928 1.128 -0.811v-0.705 1.802 -1.493v0 0.665 -1.025v0 0.758 -0.997v-0.745 0.807 -0.998v0.746 0.807 -0.998v0 0.993 -1.099v0 1.072 -1.004v0.473 0.909 -1.22v0.393 1.145 -1.225v0.157 1.012 -1.222v-0.472 0.909 -1.22v-0.392 1.145 -1.225v-0.157 1.012 -1.222v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.357 -0.765v-0.358 -0.047 -0.756v0.561 0.357 -0.764v-0.257 0.361 -0.589v0.258 0.353 -0.94v-0.257 0.353 -0.94v0.258 0.361 -0.589v0.359 -0.047 -0.756v-0.013 1.373 1.581v0.217 1.052 0.564v-0.207 1.054 0.568v-0.022 1.456 1.744v0.132 1.361 1.445v-0.165 1.362 1.443v n0 0.986 -0.166n0.951 -0.287 0.114n0 -0.001 1n0 -1 0.011n0 -0.155 -0.988n-0.951 -0.287 0.113n0.999 -0.036 -0.036n-0.999 -0.035 -0.036n0 -0.477 -0.879n0 -0.022 -1n0.267 0.74 -0.617n-0.267 0.74 -0.617n0.041 -0.022 -0.999n-0.04 -0.022 -0.999n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 0.006n0.485 -0.261 -0.835n-0.485 -0.224 0.845n-0.97 -0.242 0.005n-0.485 -0.261 -0.835n0.485 -0.224 0.845n-0.005 0.987 -0.161n0.002 0.001 1n-0.02 0.29 -0.957n0.021 0.29 -0.957n-0.858 0.477 0.191n0 -0.601 0.799n0 -0.711 -0.703n0.858 0.477 0.191n0 0.601 -0.799n0.003 0.954 -0.301 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1i8] size [100] data [v-1 1.331 -0.987v-0.746 0.496 -1.014v1 1.331 -0.987v0.746 0.496 -1.014v-0.924 1.608 1.001v-0.819 0.464 1v0.924 1.613 0.999v0.819 0.464 1v0.706 1.466 -0.549v0.483 1.171 -0.798v0.929 1.171 -0.797v0.706 1.881 -1.442v-0.706 1.466 -0.549v-0.483 1.171 -0.798v-0.929 1.171 -0.798v-0.706 1.881 -1.443v0 0.72 -1.037v0 0.812 -1.004v-0.746 0.861 -1.002v0.746 0.861 -1.002v0 1.052 -1.093v0 1.125 -0.994v0.473 0.975 -1.218v0.393 1.211 -1.211v0.157 1.078 -1.215v-0.473 0.975 -1.218v-0.392 1.211 -1.211v-0.157 1.078 -1.215v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.399 -0.793v-0.359 -0.005 -0.807v0.561 0.399 -0.793v-0.257 0.393 -0.618v0.258 0.405 -0.969v-0.257 0.405 -0.969v0.258 0.393 -0.618v0.359 -0.005 -0.806v-0.015 1.403 1.571v0.218 1.035 0.57v-0.206 1.037 0.573v-0.024 1.493 1.729v0.131 1.385 1.436v-0.166 1.385 1.433v n0 0.99 -0.14n0.953 -0.293 0.078n0 -0.001 1n0 -1 -0.016n0 -0.102 -0.995n-0.953 -0.293 0.077n0.995 -0.091 -0.038n-0.995 -0.091 -0.038n0 -0.429 -0.903n0 0.033 -0.999n0.267 0.773 -0.576n-0.267 0.773 -0.576n0.041 0.032 -0.999n-0.04 0.032 -0.999n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 -0.008n0.485 -0.215 -0.847n-0.485 -0.27 0.832n-0.97 -0.242 -0.008n-0.485 -0.215 -0.848n0.485 -0.27 0.832n-0.003 0.99 -0.138n0.001 0.001 1n-0.02 0.341 -0.94n0.021 0.341 -0.94n-0.858 0.466 0.216n0 -0.644 0.765n0 -0.672 -0.74n0.858 0.466 0.216n0 0.644 -0.765n0.004 0.939 -0.345 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1i9] size [100] data [v-1 1.375 -0.967v-0.746 0.542 -1.032v1 1.375 -0.967v0.746 0.542 -1.032v-0.977 1.61 1v-0.819 0.464 1v0.978 1.611 1v0.819 0.464 1v0.706 1.49 -0.524v0.483 1.207 -0.785v0.929 1.207 -0.785v0.706 1.946 -1.397v-0.706 1.49 -0.524v-0.483 1.207 -0.785v-0.929 1.207 -0.785v-0.706 1.946 -1.397v0 0.767 -1.045v0 0.857 -1.007v-0.746 0.906 -1.003v0.746 0.906 -1.003v0 1.101 -1.085v0 1.17 -0.983v0.473 1.03 -1.214v0.393 1.265 -1.196v0.157 1.133 -1.206v-0.473 1.03 -1.214v-0.392 1.265 -1.196v-0.157 1.133 -1.206v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.435 -0.816v-0.359 0.032 -0.847v0.561 0.435 -0.816v-0.257 0.422 -0.641v0.257 0.449 -0.991v-0.257 0.449 -0.991v0.257 0.422 -0.641v0.359 0.032 -0.847v-0.016 1.428 1.561v0.219 1.02 0.576v-0.205 1.023 0.578v-0.026 1.524 1.716v0.13 1.404 1.427v-0.167 1.405 1.424v n0 0.993 -0.119n0.954 -0.295 0.046n0 0 1n0 -0.999 -0.039n0 -0.057 -0.998n-0.954 -0.295 0.046n0.99 -0.137 -0.041n-0.99 -0.137 -0.041n0 -0.388 -0.922n0 0.078 -0.997n0.267 0.798 -0.54n-0.267 0.798 -0.54n0.041 0.078 -0.996n-0.04 0.078 -0.996n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.242 -0.019n0.485 -0.176 -0.856n-0.485 -0.307 0.819n-0.97 -0.242 -0.019n-0.485 -0.176 -0.856n0.485 -0.307 0.819n-0.001 0.993 -0.118n0 0 1n-0.021 0.384 -0.923n0.021 0.384 -0.923n-0.858 0.455 0.237n0 -0.678 0.735n0 -0.638 -0.77n0.858 0.455 0.237n0 0.678 -0.735n0.005 0.925 -0.381 ufff1 7 3 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nset [&boss_1_walk v] to (*model_id)\nLoad model [1w1] size [100] data [v-1 1.247 -1.019v-0.746 0.412 -0.975v1 1.247 -1.019v0.746 0.412 -0.975v-1.075 1.686 1v-0.819 0.464 1v1.009 1.62 1v0.819 0.464 1v0.706 1.438 -0.601v0.483 1.075 -0.734v0.929 1.075 -0.734v0.706 1.525 -1.582v-0.706 1.438 -0.601v-0.483 1.075 -0.734v-0.929 1.075 -0.734v-0.706 1.525 -1.582v0 0.634 -1.017v0 0.727 -0.992v-0.746 0.777 -0.994v0.746 0.777 -0.994v0 0.959 -1.101v0 1.041 -1.008v0.473 0.872 -1.219v0.393 1.107 -1.232v0.157 0.975 -1.225v-0.473 0.872 -1.219v-0.392 1.107 -1.232v-0.157 0.975 -1.225v-0.761 0.366 0.528v-0.559 -0.033 0.601v0.761 0.352 0.53v-0.457 0.397 0.7v0.457 0.427 0.372v-0.457 0.334 0.355v0.457 0.276 0.688v0.559 -0.014 0.356v-0.561 0.334 -0.738v-0.359 -0.036 -0.902v0.561 0.334 -0.743v-0.257 0.263 -0.578v0.26 0.335 -0.924v-0.257 0.405 -0.899v0.255 0.335 -0.573v0.358 -0.07 -0.746v0.003 1.44 1.942v0.332 1.013 0.35v-0.322 1.018 0.366v-0.007 1.557 2.198v0.224 1.431 1.729v-0.234 1.432 1.734v n0 0.983 -0.182n0.956 -0.289 0.049n0 0 1n0 -1 0.026n0 -0.186 -0.983n-0.957 -0.29 0.028n0.986 -0.162 -0.032n-0.978 -0.205 -0.031n0 -0.504 -0.864n0 -0.052 -0.999n0.267 0.721 -0.639n-0.267 0.721 -0.639n0.041 -0.052 -0.998n-0.04 -0.052 -0.998n0.97 -0.238 0.044n0.485 0.141 -0.863n-0.485 -0.087 0.87n-0.97 -0.219 -0.104n-0.485 -0.39 -0.782n0.485 -0.579 0.655n0.97 -0.222 -0.098n0.498 -0.245 -0.832n-0.485 -0.562 0.67n-0.971 -0.239 -0.015n-0.485 0.119 -0.866n0.471 -0.243 0.848n0.031 0.977 -0.211n-0.021 0.261 -0.965n0.021 0.261 -0.965n-0.858 0.511 0.045n0 -0.345 0.939n0 -0.884 -0.468n0.858 0.511 0.045n0 0.345 -0.938n0 0.966 -0.259 ufff1 7 3 1f4 3 7 2f7 6 8 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f7 5 6 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1w3] size [100] data [v-1 1.247 -1.019v-0.746 0.412 -0.975v1 1.247 -1.019v0.746 0.412 -0.975v-1.029 1.64 1v-0.819 0.464 1v1.054 1.665 1v0.819 0.464 1v0.706 1.438 -0.601v0.483 1.075 -0.734v0.929 1.075 -0.734v0.706 1.525 -1.582v-0.706 1.438 -0.601v-0.483 1.075 -0.734v-0.929 1.075 -0.734v-0.706 1.525 -1.582v0 0.634 -1.017v0 0.727 -0.992v-0.746 0.777 -0.994v0.746 0.777 -0.994v0 0.959 -1.101v0 1.041 -1.008v0.473 0.872 -1.219v0.393 1.107 -1.232v0.157 0.975 -1.225v-0.473 0.872 -1.219v-0.392 1.107 -1.232v-0.157 0.975 -1.225v-0.761 0.356 0.53v-0.559 -0.036 0.431v0.761 0.361 0.529v-0.457 0.313 0.7v0.457 0.364 0.354v-0.457 0.399 0.36v0.457 0.359 0.705v0.559 -0.043 0.524v-0.561 0.335 -0.744v-0.359 -0.067 -0.797v0.561 0.329 -0.725v-0.257 0.312 -0.57v0.276 0.386 -0.922v-0.257 0.358 -0.917v0.241 0.292 -0.586v0.357 -0.054 -0.853v0.003 1.565 1.9v0.332 0.941 0.374v-0.322 0.947 0.39v-0.007 1.713 2.139v0.224 1.529 1.689v-0.234 1.531 1.694v n0 0.982 -0.191n0.957 -0.29 0.035n0 0 1n0 -1 0.026n0 -0.186 -0.983n-0.956 -0.289 0.042n0.981 -0.192 -0.031n-0.984 -0.176 -0.032n0 -0.504 -0.864n0 -0.052 -0.999n0.267 0.721 -0.639n-0.267 0.721 -0.639n0.041 -0.052 -0.998n-0.04 -0.052 -0.998n0.97 -0.235 -0.06n0.485 -0.231 -0.843n-0.485 -0.442 0.755n-0.97 -0.242 -0.003n-0.485 -0.028 -0.874n0.485 -0.254 0.837n0.97 -0.24 -0.032n0.565 -0.025 -0.825n-0.485 -0.351 0.801n-0.967 -0.201 -0.157n-0.485 -0.13 -0.865n0.397 -0.474 0.786n-0.012 0.979 -0.203n-0.021 0.261 -0.965n0.021 0.261 -0.965n-0.858 0.511 0.045n0 -0.345 0.939n0 -0.884 -0.468n0.858 0.511 0.045n0 0.345 -0.938n0 0.926 -0.379 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1w5] size [100] data [v-1 1.247 -1.019v-0.746 0.412 -0.975v1 1.247 -1.019v0.746 0.412 -0.975v-1 1.611 1v-0.819 0.464 1v1.083 1.694 1v0.819 0.464 1v0.706 1.438 -0.601v0.483 1.075 -0.734v0.929 1.075 -0.734v0.706 1.525 -1.582v-0.706 1.438 -0.601v-0.483 1.075 -0.734v-0.929 1.075 -0.734v-0.706 1.525 -1.582v0 0.634 -1.017v0 0.727 -0.992v-0.746 0.777 -0.994v0.746 0.777 -0.994v0 0.959 -1.101v0 1.041 -1.008v0.473 0.872 -1.219v0.393 1.107 -1.232v0.157 0.975 -1.225v-0.473 0.872 -1.219v-0.392 1.107 -1.232v-0.157 0.975 -1.225v-0.761 0.35 0.53v-0.559 -0.001 0.327v0.761 0.367 0.527v-0.457 0.262 0.681v0.457 0.322 0.358v-0.457 0.437 0.378v0.457 0.413 0.696v0.559 -0.024 0.632v-0.561 0.334 -0.747v-0.359 -0.07 -0.726v0.56 0.323 -0.714v-0.257 0.343 -0.572v0.286 0.418 -0.913v-0.257 0.325 -0.922v0.233 0.267 -0.601v0.361 -0.029 -0.918v0.003 1.17 1.978v0.332 1.17 0.33v-0.322 1.17 0.347v-0.007 1.217 2.256v0.224 1.217 1.769v-0.234 1.217 1.775v n0 0.984 -0.178n0.957 -0.29 0.025n0 0 1n0 -1 0.026n0 -0.186 -0.983n-0.956 -0.289 0.052n0.977 -0.21 -0.031n-0.987 -0.156 -0.033n0 -0.504 -0.864n0 -0.052 -0.999n0.267 0.721 -0.639n-0.267 0.721 -0.639n0.041 -0.052 -0.998n-0.04 -0.052 -0.998n0.97 -0.21 -0.121n0.485 -0.452 -0.749n-0.485 -0.63 0.606n-0.97 -0.234 0.063n-0.485 0.21 -0.849n0.485 -0.017 0.874n0.97 -0.242 0.013n0.609 0.111 -0.785n-0.485 -0.198 0.852n-0.958 -0.157 -0.241n-0.485 -0.286 -0.826n0.352 -0.609 0.711n-0.039 0.976 -0.215n-0.021 0.261 -0.965n0.021 0.261 -0.965n-0.858 0.511 0.045n0 -0.345 0.939n0 -0.884 -0.468n0.858 0.511 0.045n0 0.345 -0.938n0 1 0 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1w6] size [100] data [v-1 1.247 -1.019v-0.746 0.412 -0.975v1 1.247 -1.019v0.746 0.412 -0.975v-1.009 1.62 1v-0.819 0.464 1v1.075 1.686 1v0.819 0.464 1v0.706 1.438 -0.601v0.483 1.075 -0.734v0.929 1.075 -0.734v0.706 1.525 -1.582v-0.706 1.438 -0.601v-0.483 1.075 -0.734v-0.929 1.075 -0.734v-0.706 1.525 -1.582v0 0.634 -1.017v0 0.727 -0.992v-0.746 0.777 -0.994v0.746 0.777 -0.994v0 0.959 -1.101v0 1.041 -1.008v0.473 0.872 -1.219v0.393 1.107 -1.232v0.157 0.975 -1.225v-0.473 0.872 -1.219v-0.392 1.107 -1.232v-0.157 0.975 -1.225v-0.761 0.352 0.53v-0.559 -0.014 0.356v0.761 0.366 0.528v-0.457 0.276 0.688v0.457 0.334 0.355v-0.457 0.427 0.372v0.457 0.397 0.7v0.559 -0.033 0.601v-0.561 0.334 -0.746v-0.359 -0.07 -0.747v0.56 0.325 -0.717v-0.257 0.334 -0.571v0.283 0.408 -0.916v-0.257 0.335 -0.921v0.235 0.274 -0.596v0.359 -0.037 -0.9v0.003 1.44 1.942v0.332 1.013 0.35v-0.322 1.018 0.366v-0.007 1.557 2.198v0.224 1.431 1.729v-0.234 1.432 1.734v n0 0.983 -0.182n0.957 -0.29 0.028n0 0 1n0 -1 0.026n0 -0.186 -0.983n-0.956 -0.289 0.049n0.978 -0.205 -0.031n-0.986 -0.162 -0.032n0 -0.504 -0.864n0 -0.052 -0.999n0.267 0.721 -0.639n-0.267 0.721 -0.639n0.041 -0.052 -0.998n-0.04 -0.052 -0.998n0.97 -0.219 -0.104n0.485 -0.39 -0.782n-0.485 -0.579 0.655n-0.97 -0.238 0.044n-0.485 0.141 -0.863n0.485 -0.087 0.87n0.97 -0.242 0n0.596 0.072 -0.8n-0.485 -0.244 0.84n-0.961 -0.172 -0.217n-0.485 -0.241 -0.841n0.365 -0.571 0.735n-0.031 0.977 -0.211n-0.021 0.261 -0.965n0.021 0.261 -0.965n-0.858 0.511 0.045n0 -0.345 0.939n0 -0.884 -0.468n0.858 0.511 0.045n0 0.345 -0.938n0 0.966 -0.259 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1w8] size [100] data [v-1 1.247 -1.019v-0.746 0.412 -0.975v1 1.247 -1.019v0.746 0.412 -0.975v-1.054 1.665 1v-0.819 0.464 1v1.029 1.64 1v0.819 0.464 1v0.706 1.438 -0.601v0.483 1.075 -0.734v0.929 1.075 -0.734v0.706 1.525 -1.582v-0.706 1.438 -0.601v-0.483 1.075 -0.734v-0.929 1.075 -0.734v-0.706 1.525 -1.582v0 0.634 -1.017v0 0.727 -0.992v-0.746 0.777 -0.994v0.746 0.777 -0.994v0 0.959 -1.101v0 1.041 -1.008v0.473 0.872 -1.219v0.393 1.107 -1.232v0.157 0.975 -1.225v-0.473 0.872 -1.219v-0.392 1.107 -1.232v-0.157 0.975 -1.225v-0.761 0.361 0.529v-0.559 -0.043 0.524v0.761 0.356 0.53v-0.457 0.359 0.705v0.457 0.399 0.36v-0.457 0.364 0.354v0.457 0.313 0.7v0.559 -0.036 0.431v-0.561 0.334 -0.741v-0.359 -0.054 -0.856v0.561 0.332 -0.735v-0.257 0.285 -0.573v0.268 0.358 -0.925v-0.257 0.384 -0.909v0.249 0.315 -0.577v0.356 -0.067 -0.796v0.003 1.565 1.9v0.332 0.941 0.374v-0.322 0.947 0.39v-0.007 1.713 2.139v0.224 1.529 1.689v-0.234 1.531 1.694v n0 0.982 -0.191n0.956 -0.289 0.043n0 0 1n0 -1 0.026n0 -0.186 -0.983n-0.956 -0.29 0.034n0.984 -0.176 -0.032n-0.981 -0.192 -0.031n0 -0.504 -0.864n0 -0.052 -0.999n0.267 0.721 -0.639n-0.267 0.721 -0.639n0.041 -0.052 -0.998n-0.04 -0.052 -0.998n0.97 -0.242 -0.003n0.485 -0.028 -0.874n-0.485 -0.254 0.837n-0.97 -0.235 -0.06n-0.485 -0.231 -0.843n0.485 -0.442 0.755n0.97 -0.233 -0.069n0.528 -0.144 -0.837n-0.485 -0.471 0.737n-0.97 -0.227 -0.081n-0.485 0.006 -0.874n0.437 -0.35 0.828n0.012 0.979 -0.203n-0.021 0.261 -0.965n0.021 0.261 -0.965n-0.858 0.511 0.045n0 -0.345 0.939n0 -0.884 -0.468n0.858 0.511 0.045n0 0.345 -0.938n0 0.926 -0.379 ufff1 7 3 1f4 3 7 2f7 6 8 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f7 5 6 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nset [&boss_1_attack v] to (*model_id)\nLoad model [1a0] size [100] data [v-1 1.299 -1v-0.746 0.464 -1v1 1.299 -1v0.746 0.464 -1v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.448 -0.567v0.483 1.145 -0.806v0.929 1.145 -0.806v0.706 1.834 -1.473v-0.706 1.448 -0.567v-0.483 1.145 -0.806v-0.929 1.145 -0.806v-0.706 1.834 -1.473v0 0.687 -1.03v0 0.779 -1v-0.746 0.829 -1v0.746 0.829 -1v0 1.016 -1.097v0 1.093 -1v0.473 0.935 -1.22v0.392 1.171 -1.22v0.157 1.039 -1.22v-0.473 0.935 -1.22v-0.392 1.171 -1.22v-0.157 1.039 -1.22v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.374 -0.776v-0.359 -0.031 -0.776v0.561 0.374 -0.776v-0.257 0.374 -0.601v0.257 0.374 -0.952v-0.257 0.374 -0.952v0.257 0.374 -0.601v0.359 -0.031 -0.776v-0.002 1.17 1.612v0.211 1.17 0.542v-0.213 1.17 0.553v-0.009 1.2 1.793v0.141 1.2 1.477v-0.157 1.2 1.48v n0 0.988 -0.154n0.956 -0.291 0.045n0 0 1n0 -1 0n0 -0.134 -0.991n-0.956 -0.291 0.045n0.987 -0.156 -0.036n-0.987 -0.156 -0.036n0 -0.458 -0.889n0 0 -1n0.267 0.754 -0.601n-0.267 0.754 -0.601n0.04 0 -0.999n-0.04 0 -0.999n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n-0.021 0.311 -0.95n0.021 0.311 -0.95n-0.858 0.472 0.201n0 -0.618 0.786n0 -0.696 -0.718n0.858 0.472 0.201n0 0.618 -0.786n0 1 0 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 15f39 44 41 16f40 37 38 17f41 44 43 18f37 42 38 19f43 44 39 20f5 7 3 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 21f18 17 19 22uf24 23 25 10f27 28 26 10uf9 12 10 23f10 11 9 24f10 12 11 25f11 12 9 26f13 14 16 26f14 15 13 27f14 15 16 25f15 13 16 23uf46 47 45 28f49 50 48 28 ]\nLoad model [1a1] size [100] data [v-0.994 1.261 -1.002v-0.741 0.431 -0.972v0.994 1.261 -1.002v0.741 0.431 -0.972v-1 1.64 0.99v-0.819 0.464 1v1 1.639 0.99v0.819 0.464 1v0.702 1.429 -0.581v0.48 1.107 -0.788v0.923 1.107 -0.788v0.702 1.729 -1.507v-0.702 1.429 -0.581v-0.48 1.107 -0.788v-0.923 1.107 -0.788v-0.702 1.729 -1.507v0 0.652 -1.01v0 0.745 -0.983v-0.741 0.794 -0.985v0.741 0.794 -0.985v0 0.977 -1.087v0 1.056 -0.995v0.47 0.892 -1.206v0.39 1.126 -1.214v0.156 0.994 -1.21v-0.47 0.892 -1.206v-0.39 1.126 -1.214v-0.156 0.994 -1.21v-0.761 0.362 0.529v-0.559 -0.043 0.53v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.53v-0.558 0.35 -0.745v-0.356 -0.05 -0.78v0.558 0.35 -0.745v-0.256 0.335 -0.572v0.256 0.366 -0.918v-0.256 0.366 -0.918v0.256 0.335 -0.572v0.356 -0.05 -0.78v-0.004 1.198 1.612v0.212 1.153 0.543v-0.212 1.154 0.553v-0.011 1.236 1.79v0.139 1.223 1.475v-0.158 1.223 1.478v n0 0.982 -0.187n0.956 -0.289 0.052n0 0.009 1n0 -1 0.017n0 -0.169 -0.985n-0.956 -0.289 0.052n0.988 -0.152 -0.036n-0.988 -0.152 -0.036n0 -0.488 -0.873n0 -0.037 -0.999n0.267 0.73 -0.63n-0.267 0.73 -0.63n0.04 -0.037 -0.998n-0.04 -0.037 -0.998n0.97 -0.242 0n0.485 -0.243 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.243 -0.84n0.485 -0.242 0.84n0.97 -0.241 -0.022n0.483 -0.166 -0.86n-0.483 -0.315 0.817n-0.97 -0.242 -0.022n-0.483 -0.166 -0.86n0.484 -0.315 0.817n-0.021 0.274 -0.961n0.021 0.274 -0.961n-0.858 0.489 0.158n0 -0.542 0.84n0 -0.756 -0.654n0.858 0.489 0.158n0 0.542 -0.84n0 0.999 -0.042 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1a2] size [100] data [v-0.979 1.171 -1.001v-0.73 0.36 -0.9v0.979 1.171 -1.001v0.73 0.36 -0.9v-1 1.707 0.962v-0.819 0.464 1v1 1.707 0.962v0.819 0.464 1v0.691 1.381 -0.611v0.473 1.027 -0.74v0.909 1.027 -0.74v0.691 1.473 -1.554v-0.691 1.381 -0.611v-0.473 1.027 -0.74v-0.909 1.027 -0.74v-0.691 1.473 -1.554v0 0.573 -0.956v0 0.666 -0.938v-0.73 0.714 -0.944v0.73 0.714 -0.944v0 0.885 -1.059v0 0.971 -0.976v0.463 0.792 -1.167v0.384 1.021 -1.195v0.154 0.892 -1.179v-0.463 0.792 -1.167v-0.384 1.021 -1.195v-0.154 0.892 -1.179v-0.761 0.362 0.529v-0.559 -0.043 0.531v0.761 0.362 0.529v-0.457 0.363 0.705v0.457 0.361 0.354v-0.457 0.361 0.354v0.457 0.363 0.705v0.559 -0.043 0.531v-0.549 0.299 -0.668v-0.351 -0.077 -0.788v0.549 0.299 -0.668v-0.252 0.245 -0.507v0.252 0.353 -0.828v-0.252 0.353 -0.828v0.252 0.245 -0.507v0.351 -0.077 -0.788v-0.007 1.266 1.605v0.214 1.114 0.548v-0.21 1.115 0.556v-0.015 1.322 1.779v0.137 1.277 1.468v-0.161 1.277 1.469v n0 0.965 -0.263n0.956 -0.285 0.068n0 0.031 1n0 -0.998 0.055n0 -0.253 -0.967n-0.956 -0.285 0.068n0.989 -0.145 -0.038n-0.989 -0.145 -0.038n0 -0.558 -0.83n0 -0.124 -0.992n0.266 0.668 -0.695n-0.266 0.668 -0.695n0.04 -0.124 -0.991n-0.04 -0.124 -0.991n0.97 -0.242 0.001n0.485 -0.247 -0.839n-0.485 -0.238 0.842n-0.97 -0.242 0.001n-0.485 -0.247 -0.839n0.485 -0.238 0.842n0.97 -0.23 -0.078n0.478 0.029 -0.878n-0.481 -0.487 0.729n-0.97 -0.231 -0.078n-0.478 0.029 -0.878n0.482 -0.487 0.729n0 0.965 -0.263n-0.02 0.185 -0.982n0.02 0.185 -0.982n-0.858 0.511 0.05n0 -0.342 0.94n0 -0.877 -0.48n0.858 0.511 0.05n0 0.342 -0.94n0.001 0.99 -0.143 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1a3] size [100] data [v-0.962 1.068 -0.99v-0.717 0.285 -0.807v0.962 1.068 -0.99v0.717 0.285 -0.807v-1 1.784 0.922v-0.819 0.464 1v1 1.784 0.922v0.819 0.464 1v0.679 1.32 -0.643v0.465 0.952 -0.674v0.893 0.952 -0.674v0.679 1.169 -1.546v-0.679 1.32 -0.643v-0.465 0.952 -0.674v-0.893 0.952 -0.674v-0.679 1.169 -1.546v0 0.488 -0.883v0 0.581 -0.876v-0.717 0.627 -0.887v0.717 0.627 -0.887v0 0.783 -1.015v0 0.875 -0.945v0.455 0.682 -1.109v0.378 0.903 -1.161v0.151 0.778 -1.132v-0.455 0.682 -1.109v-0.378 0.903 -1.161v-0.151 0.778 -1.132v-0.761 0.362 0.529v-0.559 -0.043 0.536v0.761 0.362 0.529v-0.457 0.365 0.704v0.457 0.359 0.354v-0.457 0.359 0.354v0.457 0.365 0.704v0.559 -0.043 0.536v-0.54 0.247 -0.571v-0.345 -0.071 -0.782v0.54 0.247 -0.571v-0.248 0.15 -0.436v0.248 0.343 -0.707v-0.248 0.344 -0.707v0.248 0.15 -0.436v0.345 -0.071 -0.782v-0.012 1.346 1.589v0.216 1.067 0.559v-0.208 1.07 0.564v-0.021 1.423 1.755v0.133 1.34 1.452v-0.164 1.341 1.451v n0 0.936 -0.351n0.957 -0.279 0.086n0 0.059 0.998n0 -0.995 0.098n0 -0.351 -0.936n-0.956 -0.279 0.086n0.99 -0.138 -0.042n-0.989 -0.138 -0.042n0 -0.636 -0.771n0 -0.227 -0.974n0.264 0.587 -0.766n-0.264 0.587 -0.766n0.039 -0.227 -0.973n-0.039 -0.227 -0.973n0.97 -0.242 0.004n0.485 -0.258 -0.836n-0.485 -0.227 0.844n-0.97 -0.242 0.004n-0.485 -0.258 -0.836n0.485 -0.227 0.844n0.969 -0.201 -0.144n0.476 0.265 -0.839n-0.483 -0.67 0.564n-0.969 -0.202 -0.144n-0.476 0.264 -0.839n0.483 -0.669 0.565n0 0.937 -0.351n0 0.059 0.998n-0.02 0.077 -0.997n0.02 0.077 -0.997n-0.858 0.506 -0.085n0 -0.083 0.997n0 -0.97 -0.242n0.858 0.506 -0.085n0 0.083 -0.997n0.003 0.965 -0.261 ufff5 3 1 1f4 3 7 2f7 6 8 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f7 5 6 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1a4] size [100] data [v-0.947 0.985 -0.972v-0.707 0.233 -0.726v0.947 0.985 -0.972v0.707 0.233 -0.726v-1 1.846 0.883v-0.819 0.464 1v1 1.846 0.884v0.819 0.464 1v0.669 1.267 -0.667v0.458 0.905 -0.617v0.88 0.905 -0.617v0.669 0.929 -1.487v-0.669 1.267 -0.667v-0.458 0.905 -0.617v-0.88 0.905 -0.617v-0.669 0.929 -1.487v0 0.426 -0.818v0 0.517 -0.819v-0.707 0.562 -0.834v0.707 0.562 -0.834v0 0.704 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-0.759n0.485 -0.783 0.39n0 0.907 -0.421n0 0.084 0.997n-0.02 -0.015 -1n0.02 -0.015 -1n-0.858 0.475 -0.195n0 0.136 0.991n0 -1 -0.027n0.858 0.475 -0.195n0 -0.136 -0.991n0.004 0.934 -0.357 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f7 5 6 28f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1a5] size [100] data [v-0.941 0.951 -0.963v-0.702 0.214 -0.69v0.941 0.951 -0.963v0.702 0.214 -0.69v-1 1.871 0.866v-0.819 0.464 1v1 1.871 0.866v0.819 0.464 1v0.664 1.243 -0.676v0.455 0.89 -0.594v0.874 0.89 -0.594v0.664 0.833 -1.45v-0.664 1.243 -0.676v-0.455 0.89 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0.02n-0.485 -0.312 -0.817n0.485 -0.171 0.858n0.967 -0.15 -0.204n0.48 0.508 -0.716n-0.485 -0.817 0.312n-0.967 -0.152 -0.206n-0.479 0.507 -0.717n0.485 -0.816 0.313n0 0.894 -0.449n0 0.095 0.996n-0.02 -0.054 -0.998n0.02 -0.054 -0.998n-0.858 0.454 -0.24n0 0.225 0.974n0 -0.998 0.066n0.858 0.454 -0.24n0 -0.225 -0.974n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f7 5 6 28f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1a6] size [100] data [v-0.941 1.302 -0.88v-0.702 0.516 -0.9v0.941 1.302 -0.88v0.702 0.516 -0.9v-1 1.746 0.943v-0.819 0.464 1v1 1.746 0.943v0.819 0.464 1v0.664 1.452 -0.497v0.455 1.118 -0.631v0.874 1.118 -0.631v0.664 1.581 -1.365v-0.664 1.452 -0.497v-0.455 1.118 -0.631v-0.874 1.118 -0.631v-0.664 1.581 -1.365v0 0.727 -0.921v0 0.813 -0.892v-0.702 0.86 -0.891v0.702 0.86 -0.891v0 1.039 -0.973v0 1.109 -0.885v0.445 0.966 -1.084v0.369 1.188 -1.079v0.148 1.063 -1.082v-0.445 0.966 -1.084v-0.369 1.188 -1.079v-0.148 1.063 -1.082v-0.761 0.447 0.528v-0.559 0.047 0.589v0.761 0.447 0.528v-0.457 0.474 0.701v0.457 0.421 0.355v-0.457 0.421 0.355v0.457 0.474 0.701v0.559 0.047 0.589v-0.528 0.425 -0.695v-0.337 0.096 -0.876v0.528 0.425 -0.694v-0.243 0.342 -0.56v0.243 0.508 -0.83v-0.242 0.508 -0.829v0.242 0.341 -0.56v0.338 0.096 -0.876v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.972 -0.236n0.956 -0.292 0.04n0 0.045 0.999n0 -1 -0.028n0 -0.102 -0.995n-0.956 -0.292 0.04n0.988 -0.142 -0.065n-0.988 -0.142 -0.065n0 -0.415 -0.91n0 0.024 -1n0.262 0.754 -0.602n-0.262 0.754 -0.602n0.038 0.024 -0.999n-0.038 0.024 -0.999n0.97 -0.24 0.037n0.485 -0.367 -0.794n-0.485 -0.112 0.867n-0.97 -0.24 0.037n-0.485 -0.367 -0.794n0.485 -0.112 0.867n0.97 -0.209 -0.127n0.468 0.204 -0.86n-0.477 -0.619 0.624n-0.969 -0.21 -0.132n-0.463 0.204 -0.862n0.474 -0.619 0.627n0 0.972 -0.236n0 0.045 0.999n-0.02 0.319 -0.948n0.02 0.319 -0.948n-0.858 0.508 0.076n0 -0.373 0.928n0 -0.846 -0.534n0.858 0.508 0.076n0 0.373 -0.928n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f7 5 6 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 34f14 15 13 35f14 15 16 33f15 13 16 31uf46 47 45 36f49 50 48 36 ]\nLoad model [1a7] size [100] data [v-0.941 1.598 -0.674v-0.702 0.875 -0.982v0.941 1.598 -0.674v0.702 0.875 -0.982v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.664 1.577 -0.265v0.455 1.389 -0.567v0.874 1.389 -0.567v0.664 2.21 -0.883v-0.664 1.577 -0.265v-0.455 1.389 -0.567v-0.874 1.389 -0.567v-0.664 2.21 -0.883v0 1.079 -0.925v0 1.148 -0.866v-0.702 1.191 -0.848v0.702 1.191 -0.848v0 1.387 -0.857v0 1.42 -0.75v0.445 1.361 -0.988v0.369 1.565 -0.901v0.148 1.45 -0.95v-0.445 1.361 -0.988v-0.369 1.565 -0.901v-0.148 1.45 -0.95v-0.761 0.53 0.528v-0.559 0.133 0.606v0.761 0.53 0.528v-0.457 0.564 0.7v0.457 0.496 0.356v-0.457 0.496 0.356v0.457 0.564 0.7v0.559 0.133 0.606v-0.528 0.719 -0.838v-0.337 0.342 -0.891v0.528 0.719 -0.837v-0.243 0.7 -0.682v0.243 0.737 -0.993v-0.242 0.737 -0.992v0.242 0.7 -0.683v0.338 0.342 -0.891v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 1 -0.008n0.953 -0.302 -0.031n0 0 1n0 -0.979 -0.203n0 0.272 -0.962n-0.953 -0.302 -0.031n0.984 -0.155 -0.09n-0.984 -0.155 -0.09n0 -0.049 -0.999n0 0.392 -0.92n0.262 0.923 -0.281n-0.262 0.923 -0.281n0.038 0.392 -0.919n-0.038 0.392 -0.919n0.97 -0.238 0.047n0.485 -0.401 -0.777n-0.485 -0.075 0.871n-0.97 -0.238 0.047n-0.485 -0.401 -0.777n0.485 -0.075 0.871n0.97 -0.242 -0.024n0.472 -0.113 -0.874n-0.467 -0.351 0.812n-0.97 -0.241 -0.032n-0.466 -0.112 -0.878n0.461 -0.351 0.815n-0.02 0.646 -0.763n0.02 0.646 -0.763n-0.856 0.361 0.37n0 -0.848 0.53n0 -0.359 -0.933n0.856 0.361 0.37n0 0.848 -0.53n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1a8] size [100] data [v-0.957 1.538 -0.768v-0.713 0.774 -1.003v0.957 1.538 -0.768v0.713 0.774 -1.003v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.675 1.557 -0.346v0.462 1.342 -0.639v0.888 1.342 -0.639v0.675 2.15 -1.037v-0.675 1.557 -0.346v-0.462 1.342 -0.639v-0.888 1.342 -0.639v-0.675 2.15 -1.037v0 0.986 -0.967v0 1.063 -0.914v-0.713 1.108 -0.9v0.713 1.108 -0.9v0 1.306 -0.932v0 1.35 -0.826v0.452 1.265 -1.063v0.375 1.481 -0.996v0.15 1.36 -1.034v-0.452 1.265 -1.063v-0.375 1.481 -0.996v-0.15 1.36 -1.034v-0.761 0.487 0.528v-0.559 0.086 0.586v0.761 0.487 0.528v-0.457 0.512 0.702v0.457 0.461 0.355v-0.457 0.461 0.355v0.457 0.512 0.702v0.559 0.086 0.586v-0.537 0.631 -0.836v-0.343 0.246 -0.876v0.537 0.631 -0.835v-0.247 0.616 -0.675v0.247 0.646 -0.996v-0.246 0.646 -0.996v0.246 0.616 -0.676v0.343 0.246 -0.876v-0.013 1.371 1.582v0.217 1.053 0.563v-0.207 1.056 0.567v-0.022 1.453 1.744v0.132 1.36 1.445v-0.165 1.36 1.444v n0 0.999 -0.041n0.954 -0.3 -0.011n0 0 1n0 -0.988 -0.153n0 0.169 -0.986n-0.954 -0.3 -0.011n0.985 -0.155 -0.076n-0.985 -0.155 -0.076n0 -0.159 -0.987n0 0.294 -0.956n0.264 0.891 -0.369n-0.264 0.891 -0.369n0.039 0.294 -0.955n-0.039 0.294 -0.955n0.97 -0.24 0.035n0.485 -0.361 -0.796n-0.485 -0.119 0.866n-0.97 -0.24 0.035n-0.485 -0.361 -0.796n0.485 -0.119 0.866n0.97 -0.242 -0.019n0.475 -0.147 -0.868n-0.472 -0.322 0.82n-0.97 -0.242 -0.025n-0.47 -0.147 -0.87n0.468 -0.322 0.823n-0.02 0.567 -0.823n0.02 0.567 -0.823n-0.856 0.392 0.336n0 -0.806 0.592n0 -0.442 -0.897n0.856 0.392 0.336n0 0.806 -0.592n0.003 0.955 -0.297 ufff1 7 3 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1a9] size [100] data [v-0.985 1.393 -0.926v-0.734 0.575 -1.012v0.985 1.393 -0.926v0.734 0.575 -1.012v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.695 1.495 -0.493v0.476 1.222 -0.754v0.915 1.222 -0.754v0.695 1.964 -1.329v-0.695 1.495 -0.493v-0.476 1.222 -0.754v-0.915 1.222 -0.754v-0.695 1.964 -1.329v0 0.796 -1.018v0 0.884 -0.98v-0.734 0.932 -0.975v0.734 0.932 -0.975v0 1.126 -1.049v0 1.191 -0.947v0.466 1.059 -1.176v0.387 1.29 -1.152v0.155 1.16 -1.165v-0.466 1.059 -1.176v-0.387 1.29 -1.152v-0.155 1.16 -1.165v-0.761 0.405 0.529v-0.559 0.001 0.549v0.761 0.405 0.529v-0.457 0.414 0.704v0.457 0.397 0.354v-0.457 0.397 0.354v0.457 0.414 0.704v0.559 0.001 0.549v-0.553 0.464 -0.807v-0.353 0.065 -0.82v0.553 0.464 -0.806v-0.254 0.458 -0.636v0.254 0.469 -0.977v-0.253 0.469 -0.976v0.253 0.458 -0.636v0.353 0.065 -0.82v-0.006 1.241 1.609v0.213 1.128 0.545v-0.211 1.13 0.554v-0.014 1.29 1.785v0.138 1.257 1.471v-0.16 1.257 1.473v n0 0.994 -0.112n0.955 -0.295 0.026n0 0 1n0 -0.998 -0.055n0 -0.028 -1n-0.955 -0.295 0.026n0.987 -0.156 -0.05n-0.986 -0.156 -0.05n0 -0.358 -0.934n0 0.104 -0.995n0.266 0.809 -0.524n-0.266 0.809 -0.524n0.04 0.104 -0.994n-0.04 0.104 -0.994n0.97 -0.242 0.012n0.485 -0.285 -0.827n-0.485 -0.2 0.851n-0.97 -0.242 0.012n-0.485 -0.285 -0.827n0.485 -0.2 0.851n0.97 -0.242 -0.007n0.481 -0.211 -0.851n-0.481 -0.269 0.834n-0.97 -0.242 -0.009n-0.48 -0.211 -0.852n0.48 -0.269 0.835n-0.02 0.404 -0.914n0.02 0.404 -0.914n-0.858 0.449 0.252n0 -0.691 0.722n0 -0.612 -0.79n0.858 0.449 0.252n0 0.692 -0.722n0.001 0.995 -0.105 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nset [&boss_1_charge v] to (*model_id)\nLoad model [1c0] size [100] data [v-0.999 1.098 -1.057v-0.745 0.278 -0.894v1.001 1.098 -1.056v0.746 0.278 -0.893v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.328 -0.66v0.484 0.985 -0.835v0.929 0.985 -0.835v0.707 1.53 -1.625v-0.705 1.328 -0.661v-0.483 0.984 -0.836v-0.928 0.984 -0.836v-0.705 1.53 -1.625v0.001 0.491 -0.967v0.001 0.588 -0.955v-0.745 0.636 -0.965v0.746 0.636 -0.964v0.001 0.801 -1.096v0.001 0.896 -1.016v0.474 0.698 -1.201v0.393 0.929 -1.247v0.158 0.799 -1.221v-0.472 0.698 -1.201v-0.392 0.929 -1.247v-0.156 0.799 -1.221v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.561 0.234 -0.657v-0.358 -0.163 -0.578v0.561 0.241 -0.646v-0.257 0.268 -0.485v0.256 0.286 -0.813v-0.257 0.2 -0.829v0.259 0.173 -0.481v0.373 -0.15 -0.776v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.97 -0.242n0.957 -0.283 0.071n0 0 1n0 -0.995 0.098n0.001 -0.325 -0.946n-0.957 -0.283 0.07n0.988 -0.156 -0.023n-0.987 -0.156 -0.023n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.486 0.057 -0.872n-0.486 -0.074 0.871n-0.961 -0.265 -0.081n-0.484 -0.402 -0.777n0.501 -0.481 0.72n0 0.97 -0.242n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.858 0.502 0.105n-0.001 -0.453 0.891n0 -0.822 -0.569n0.858 0.502 0.106n0.001 0.453 -0.891n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f7 5 6 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1c1] size [100] data [v-1.006 1.099 -1.064v-0.75 0.274 -0.9v1.007 1.099 -1.063v0.751 0.274 -0.899v-0.977 1.61 1v-0.819 0.464 1v0.978 1.611 1v0.819 0.464 1v0.707 1.332 -0.666v0.488 0.99 -0.856v0.935 0.981 -0.827v0.774 1.534 -1.634v-0.706 1.331 -0.667v-0.486 0.99 -0.857v-0.934 0.981 -0.828v-0.772 1.534 -1.635v0.001 0.488 -0.973v0.001 0.586 -0.961v-0.75 0.634 -0.972v0.751 0.635 -0.971v0.001 0.801 -1.103v0.001 0.896 -1.023v0.477 0.697 -1.209v0.396 0.93 -1.255v0.159 0.799 -1.229v-0.475 0.697 -1.209v-0.394 0.929 -1.256v-0.157 0.799 -1.229v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.564 0.229 -0.661v-0.361 -0.17 -0.582v0.565 0.236 -0.652v-0.259 0.264 -0.488v0.258 0.273 -0.822v-0.259 0.195 -0.834v0.26 0.178 -0.482v0.374 -0.163 -0.762v-0.016 1.428 1.561v0.219 1.02 0.576v-0.205 1.023 0.578v-0.026 1.524 1.716v0.13 1.404 1.427v-0.167 1.405 1.424v n0 0.971 -0.24n0.956 -0.28 0.083n0 0 1n0 -0.995 0.099n0.001 -0.325 -0.946n-0.956 -0.28 0.083n0.99 -0.137 -0.022n-0.99 -0.137 -0.022n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.487 0.008 -0.873n-0.486 -0.074 0.871n-0.962 -0.265 -0.067n-0.484 -0.402 -0.777n0.499 -0.443 0.745n-0.001 0.971 -0.241n0 0 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.853 0.519 0.049n-0.067 -0.453 0.889n0.021 -0.823 -0.568n0.859 0.485 0.161n0.853 0.52 0.05n-0.066 0.453 -0.889n-0.02 -0.823 -0.568n-0.86 0.485 0.16n0.005 0.925 -0.381 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c2] size [100] data [v-1.022 1.102 -1.081v-0.762 0.264 -0.914v1.023 1.102 -1.079v0.763 0.264 -0.913v-0.924 1.608 1.001v-0.819 0.464 1v0.924 1.613 0.999v0.819 0.464 1v0.71 1.339 -0.678v0.5 1 -0.898v0.947 0.974 -0.814v0.904 1.54 -1.646v-0.709 1.339 -0.679v-0.498 1 -0.899v-0.945 0.974 -0.815v-0.902 1.539 -1.647v0.001 0.482 -0.988v0.001 0.58 -0.976v-0.762 0.63 -0.987v0.763 0.63 -0.986v0.001 0.799 -1.121v0.001 0.895 -1.039v0.484 0.693 -1.228v0.402 0.93 -1.275v0.161 0.797 -1.248v-0.482 0.693 -1.228v-0.4 0.93 -1.275v-0.16 0.797 -1.249v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.573 0.218 -0.672v-0.366 -0.187 -0.591v0.574 0.224 -0.665v-0.263 0.253 -0.496v0.263 0.242 -0.842v-0.263 0.184 -0.847v0.264 0.191 -0.487v0.377 -0.191 -0.723v-0.015 1.403 1.571v0.218 1.035 0.57v-0.206 1.037 0.573v-0.024 1.493 1.729v0.131 1.385 1.436v-0.166 1.385 1.433v n0 0.972 -0.236n0.955 -0.274 0.113n0 -0.001 1n0 -0.995 0.104n0.001 -0.325 -0.946n-0.955 -0.274 0.112n0.996 -0.091 -0.02n-0.996 -0.091 -0.02n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.488 -0.109 -0.866n-0.486 -0.074 0.871n-0.964 -0.263 -0.034n-0.484 -0.402 -0.777n0.494 -0.348 0.797n-0.003 0.971 -0.239n0.001 0.001 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.833 0.551 -0.053n-0.19 -0.448 0.874n0.059 -0.824 -0.563n0.851 0.454 0.265n0.833 0.551 -0.052n-0.189 0.448 -0.874n-0.058 -0.824 -0.563n-0.851 0.454 0.264n0.004 0.939 -0.345 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c3] size [100] data [v-1.041 1.105 -1.101v-0.776 0.252 -0.931v1.042 1.105 -1.099v0.777 0.252 -0.93v-0.859 1.606 1.002v-0.819 0.464 1v0.861 1.614 0.999v0.819 0.464 1v0.719 1.347 -0.693v0.513 1.006 -0.93v0.961 0.971 -0.815v0.984 1.547 -1.663v-0.718 1.347 -0.694v-0.512 1.006 -0.931v-0.96 0.971 -0.816v-0.982 1.547 -1.664v0.001 0.474 -1.006v0.001 0.574 -0.994v-0.776 0.625 -1.005v0.777 0.625 -1.004v0.001 0.797 -1.141v0.001 0.895 -1.058v0.493 0.689 -1.25v0.41 0.93 -1.298v0.164 0.795 -1.271v-0.491 0.689 -1.251v-0.408 0.93 -1.299v-0.163 0.795 -1.272v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.584 0.206 -0.684v-0.373 -0.208 -0.602v0.584 0.209 -0.68v-0.268 0.241 -0.505v0.268 0.202 -0.862v-0.267 0.17 -0.863v0.268 0.207 -0.497v0.379 -0.215 -0.674v-0.013 1.373 1.581v0.217 1.052 0.564v-0.207 1.054 0.568v-0.022 1.456 1.744v0.132 1.361 1.445v-0.165 1.362 1.443v n0 0.973 -0.232n0.953 -0.266 0.147n0 -0.001 1n0 -0.994 0.109n0.001 -0.325 -0.946n-0.953 -0.267 0.146n0.999 -0.036 -0.018n-0.999 -0.035 -0.018n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.488 -0.247 -0.837n-0.486 -0.074 0.871n-0.967 -0.255 0.004n-0.484 -0.402 -0.777n0.489 -0.225 0.843n-0.005 0.972 -0.236n0.002 0.001 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.817 0.567 -0.106n-0.255 -0.443 0.859n0.079 -0.826 -0.559n0.841 0.437 0.32n0.817 0.567 -0.105n-0.254 0.443 -0.859n-0.078 -0.826 -0.559n-0.841 0.437 0.318n0.003 0.954 -0.301 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c4] size [100] data [v-1.056 1.108 -1.117v-0.788 0.242 -0.945v1.058 1.108 -1.116v0.789 0.242 -0.944v-0.806 1.604 1.002v-0.819 0.464 1v0.807 1.616 0.998v0.819 0.464 1v0.731 1.354 -0.703v0.52 1.006 -0.941v0.976 0.973 -0.83v0.985 1.558 -1.692v-0.73 1.354 -0.704v-0.518 1.006 -0.941v-0.975 0.973 -0.832v-0.983 1.558 -1.693v0.001 0.467 -1.022v0.001 0.569 -1.009v-0.788 0.621 -1.02v0.789 0.621 -1.019v0.001 0.795 -1.158v0.001 0.895 -1.074v0.501 0.686 -1.269v0.416 0.93 -1.318v0.167 0.793 -1.291v-0.499 0.686 -1.27v-0.414 0.93 -1.318v-0.165 0.793 -1.291v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.593 0.195 -0.694v-0.379 -0.225 -0.611v0.593 0.196 -0.693v-0.272 0.231 -0.512v0.273 0.169 -0.876v-0.272 0.159 -0.876v0.272 0.221 -0.509v0.381 -0.228 -0.632v-0.012 1.348 1.588v0.217 1.066 0.559v-0.208 1.069 0.564v-0.021 1.424 1.754v0.133 1.341 1.452v-0.164 1.342 1.451v n0 0.972 -0.233n0.95 -0.26 0.175n0 -0.002 1n0 -0.994 0.113n0.001 -0.325 -0.946n-0.95 -0.26 0.173n1 0.01 -0.017n-1 0.012 -0.017n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.487 -0.357 -0.797n-0.486 -0.074 0.871n-0.969 -0.244 0.034n-0.484 -0.402 -0.777n0.486 -0.119 0.866n-0.007 0.974 -0.227n0.002 0.001 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.82 0.564 -0.095n-0.242 -0.444 0.863n0.074 -0.825 -0.56n0.843 0.44 0.308n0.821 0.564 -0.094n-0.241 0.445 -0.863n-0.073 -0.825 -0.56n-0.844 0.44 0.307n0.003 0.965 -0.263 ufff1 7 3 1f4 3 7 2f8 5 6 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c5] size [100] data [v-1.063 1.109 -1.124v-0.793 0.238 -0.951v1.064 1.11 -1.123v0.794 0.238 -0.95v-0.783 1.603 1.002v-0.819 0.464 1v0.785 1.616 0.998v0.819 0.464 1v0.738 1.356 -0.706v0.521 1.004 -0.938v0.984 0.975 -0.843v0.956 1.564 -1.71v-0.737 1.356 -0.707v-0.519 1.004 -0.939v-0.983 0.975 -0.845v-0.953 1.564 -1.711v0.001 0.464 -1.028v0.001 0.567 -1.016v-0.793 0.619 -1.026v0.794 0.619 -1.025v0.001 0.794 -1.166v0.001 0.895 -1.081v0.504 0.685 -1.277v0.418 0.931 -1.326v0.168 0.792 -1.299v-0.502 0.684 -1.278v-0.417 0.931 -1.327v-0.166 0.792 -1.299v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.596 0.19 -0.699v-0.381 -0.232 -0.615v0.597 0.191 -0.698v-0.273 0.227 -0.516v0.274 0.154 -0.881v-0.273 0.154 -0.881v0.274 0.227 -0.515v0.382 -0.232 -0.614v-0.011 1.337 1.591v0.216 1.073 0.557v-0.208 1.075 0.562v-0.02 1.411 1.758v0.134 1.333 1.454v-0.164 1.333 1.454v n0 0.973 -0.232n0.948 -0.257 0.186n0 -0.002 1n0 -0.993 0.115n0.001 -0.325 -0.946n-0.948 -0.257 0.185n0.999 0.03 -0.016n-0.999 0.032 -0.017n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.486 -0.402 -0.776n-0.486 -0.074 0.871n-0.97 -0.238 0.047n-0.484 -0.402 -0.777n0.485 -0.074 0.872n-0.009 0.974 -0.225n0.003 0.002 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.829 0.555 -0.065n-0.206 -0.447 0.871n0.063 -0.824 -0.562n0.849 0.45 0.278n0.83 0.555 -0.064n-0.205 0.447 -0.871n-0.062 -0.824 -0.562n-0.849 0.45 0.277n0.002 0.969 -0.247 ufff1 7 3 1f4 3 7 2f8 5 6 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c6] size [100] data [v-1.056 1.108 -1.117v-0.788 0.242 -0.945v1.058 1.108 -1.116v0.789 0.242 -0.944v-0.806 1.604 1.002v-0.819 0.464 1v0.807 1.616 0.998v0.819 0.464 1v0.736 1.353 -0.7v0.515 1 -0.92v0.98 0.978 -0.849v0.901 1.563 -1.707v-0.735 1.353 -0.701v-0.514 1 -0.921v-0.979 0.978 -0.85v-0.899 1.562 -1.708v0.001 0.467 -1.022v0.001 0.569 -1.009v-0.788 0.621 -1.02v0.789 0.621 -1.019v0.001 0.795 -1.158v0.001 0.895 -1.074v0.501 0.686 -1.269v0.416 0.93 -1.318v0.167 0.793 -1.291v-0.499 0.686 -1.27v-0.414 0.93 -1.318v-0.165 0.793 -1.291v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.593 0.195 -0.694v-0.379 -0.225 -0.611v0.593 0.196 -0.693v-0.272 0.231 -0.512v0.273 0.169 -0.876v-0.272 0.159 -0.876v0.272 0.221 -0.509v0.381 -0.228 -0.632v-0.012 1.348 1.588v0.217 1.066 0.559v-0.208 1.069 0.564v-0.021 1.424 1.754v0.133 1.341 1.452v-0.164 1.342 1.451v n0 0.972 -0.233n0.95 -0.26 0.175n0 -0.002 1n0 -0.994 0.113n0.001 -0.325 -0.946n-0.95 -0.26 0.173n1 0.01 -0.017n-1 0.012 -0.017n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.487 -0.357 -0.797n-0.486 -0.074 0.871n-0.969 -0.244 0.034n-0.484 -0.402 -0.777n0.486 -0.119 0.866n-0.007 0.974 -0.227n0.002 0.001 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.84 0.542 -0.025n-0.156 -0.45 0.879n0.048 -0.824 -0.565n0.855 0.462 0.236n0.84 0.542 -0.023n-0.155 0.45 -0.88n-0.047 -0.824 -0.565n-0.855 0.462 0.235n0.003 0.965 -0.263 ufff1 7 3 1f4 3 7 2f8 5 6 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f8 7 5 28f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c7] size [100] data [v-1.041 1.105 -1.101v-0.776 0.252 -0.931v1.042 1.105 -1.099v0.777 0.252 -0.93v-0.859 1.606 1.002v-0.819 0.464 1v0.861 1.614 0.999v0.819 0.464 1v0.729 1.346 -0.689v0.505 0.995 -0.894v0.967 0.981 -0.848v0.834 1.555 -1.688v-0.728 1.346 -0.69v-0.504 0.995 -0.894v-0.966 0.981 -0.849v-0.832 1.555 -1.689v0.001 0.474 -1.006v0.001 0.574 -0.994v-0.776 0.625 -1.005v0.777 0.625 -1.004v0.001 0.797 -1.141v0.001 0.895 -1.058v0.493 0.689 -1.25v0.41 0.93 -1.298v0.164 0.795 -1.271v-0.491 0.689 -1.251v-0.408 0.93 -1.299v-0.163 0.795 -1.272v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.584 0.206 -0.684v-0.373 -0.208 -0.602v0.584 0.209 -0.68v-0.268 0.241 -0.505v0.268 0.202 -0.862v-0.267 0.17 -0.863v0.268 0.207 -0.497v0.379 -0.215 -0.674v-0.013 1.373 1.581v0.217 1.052 0.564v-0.207 1.054 0.568v-0.022 1.456 1.744v0.132 1.361 1.445v-0.165 1.362 1.443v n0 0.973 -0.232n0.953 -0.266 0.147n0 -0.001 1n0 -0.994 0.109n0.001 -0.325 -0.946n-0.953 -0.267 0.146n0.999 -0.036 -0.018n-0.999 -0.035 -0.018n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.488 -0.247 -0.837n-0.486 -0.074 0.871n-0.967 -0.255 0.004n-0.484 -0.402 -0.777n0.489 -0.225 0.843n-0.005 0.972 -0.236n0.002 0.001 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.849 0.528 0.021n-0.102 -0.452 0.886n0.032 -0.823 -0.567n0.858 0.477 0.19n0.849 0.528 0.022n-0.101 0.452 -0.886n-0.031 -0.823 -0.567n-0.859 0.476 0.189n0.003 0.954 -0.301 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c8] size [100] data [v-1.022 1.102 -1.081v-0.762 0.264 -0.914v1.023 1.102 -1.079v0.763 0.264 -0.913v-0.924 1.608 1.001v-0.819 0.464 1v0.924 1.613 0.999v0.819 0.464 1v0.719 1.338 -0.676v0.495 0.99 -0.866v0.95 0.983 -0.843v0.771 1.544 -1.66v-0.718 1.338 -0.677v-0.494 0.99 -0.867v-0.949 0.983 -0.844v-0.769 1.544 -1.661v0.001 0.482 -0.988v0.001 0.58 -0.976v-0.762 0.63 -0.987v0.763 0.63 -0.986v0.001 0.799 -1.121v0.001 0.895 -1.039v0.484 0.693 -1.228v0.402 0.93 -1.275v0.161 0.797 -1.248v-0.482 0.693 -1.228v-0.4 0.93 -1.275v-0.16 0.797 -1.249v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.573 0.218 -0.672v-0.366 -0.187 -0.591v0.574 0.224 -0.665v-0.263 0.253 -0.496v0.263 0.242 -0.842v-0.263 0.184 -0.847v0.264 0.191 -0.487v0.377 -0.191 -0.723v-0.015 1.403 1.571v0.218 1.035 0.57v-0.206 1.037 0.573v-0.024 1.493 1.729v0.131 1.385 1.436v-0.166 1.385 1.433v n0 0.972 -0.236n0.955 -0.274 0.113n0 -0.001 1n0 -0.995 0.104n0.001 -0.325 -0.946n-0.955 -0.274 0.112n0.996 -0.091 -0.02n-0.996 -0.091 -0.02n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.488 -0.109 -0.866n-0.486 -0.074 0.871n-0.964 -0.263 -0.034n-0.484 -0.402 -0.777n0.494 -0.348 0.797n-0.003 0.971 -0.239n0.001 0.001 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.855 0.515 0.062n-0.052 -0.453 0.89n0.016 -0.823 -0.568n0.859 0.489 0.148n0.855 0.516 0.063n-0.05 0.453 -0.89n-0.015 -0.823 -0.568n-0.86 0.489 0.147n0.004 0.939 -0.345 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nLoad model [1c9] size [100] data [v-1.006 1.099 -1.064v-0.75 0.274 -0.9v1.007 1.099 -1.063v0.751 0.274 -0.899v-0.977 1.61 1v-0.819 0.464 1v0.978 1.611 1v0.819 0.464 1v0.71 1.331 -0.665v0.487 0.986 -0.844v0.935 0.984 -0.838v0.725 1.534 -1.635v-0.709 1.331 -0.666v-0.486 0.986 -0.845v-0.934 0.984 -0.839v-0.723 1.534 -1.636v0.001 0.488 -0.973v0.001 0.586 -0.961v-0.75 0.634 -0.972v0.751 0.635 -0.971v0.001 0.801 -1.103v0.001 0.896 -1.023v0.477 0.697 -1.209v0.396 0.93 -1.255v0.159 0.799 -1.229v-0.475 0.697 -1.209v-0.394 0.929 -1.256v-0.157 0.799 -1.229v-0.761 0.362 0.529v-0.559 -0.043 0.529v0.761 0.362 0.529v-0.457 0.362 0.705v0.457 0.362 0.354v-0.457 0.362 0.354v0.457 0.362 0.705v0.559 -0.043 0.529v-0.564 0.229 -0.661v-0.361 -0.17 -0.582v0.565 0.236 -0.652v-0.259 0.264 -0.488v0.258 0.273 -0.822v-0.259 0.195 -0.834v0.26 0.178 -0.482v0.374 -0.163 -0.762v-0.016 1.428 1.561v0.219 1.02 0.576v-0.205 1.023 0.578v-0.026 1.524 1.716v0.13 1.404 1.427v-0.167 1.405 1.424v n0 0.971 -0.24n0.956 -0.28 0.083n0 0 1n0 -0.995 0.099n0.001 -0.325 -0.946n-0.956 -0.28 0.083n0.99 -0.137 -0.022n-0.99 -0.137 -0.022n0.001 -0.623 -0.783n0.001 -0.195 -0.981n0.268 0.622 -0.736n-0.267 0.622 -0.736n0.041 -0.195 -0.98n-0.04 -0.195 -0.98n0.97 -0.242 0n0.485 -0.242 -0.84n-0.485 -0.242 0.84n-0.97 -0.242 0n-0.485 -0.242 -0.84n0.485 -0.242 0.84n0.97 -0.238 0.048n0.487 0.008 -0.873n-0.486 -0.074 0.871n-0.962 -0.265 -0.067n-0.484 -0.402 -0.777n0.499 -0.443 0.745n-0.001 0.971 -0.241n0 0 1n-0.02 0.119 -0.993n0.021 0.119 -0.993n-0.857 0.506 0.093n-0.015 -0.453 0.891n0.005 -0.822 -0.569n0.859 0.499 0.118n0.857 0.506 0.094n-0.014 0.453 -0.891n-0.004 -0.822 -0.569n-0.859 0.499 0.116n0.005 0.925 -0.381 ufff5 3 1 1f4 3 7 2f8 5 6 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 28f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 29f18 17 19 30uf24 23 25 10f27 28 26 10uf9 12 10 31f10 11 9 32f10 12 11 33f11 12 9 34f13 14 16 35f14 15 13 36f14 15 16 37f15 13 16 38uf46 47 45 39f49 50 48 39 ]\nset [&boss_1_run v] to (*model_id)\nLoad model [1r1] size [100] data [v-0.985 0.996 -1.041v-0.734 0.209 -0.801v0.985 0.996 -1.041v0.735 0.209 -0.801v-1.075 1.686 1v-0.819 0.464 1v1.009 1.62 1v0.819 0.464 1v0.695 1.276 -0.692v0.476 0.899 -0.732v0.915 0.899 -0.731v0.695 1.13 -1.638v-0.695 1.275 -0.692v-0.476 0.899 -0.732v-0.914 0.899 -0.732v-0.695 1.13 -1.638v0 0.41 -0.893v0 0.506 -0.892v-0.734 0.553 -0.906v0.735 0.553 -0.906v0 0.702 -1.05v0 0.802 -0.982v0.466 0.591 -1.141v0.387 0.813 -1.209v0.155 0.688 -1.17v-0.465 0.591 -1.141v-0.386 0.813 -1.209v-0.155 0.688 -1.171v-0.761 0.366 0.528v-0.559 -0.033 0.601v0.761 0.352 0.53v-0.457 0.397 0.7v0.457 0.427 0.372v-0.457 0.334 0.355v0.457 0.276 0.688v0.559 -0.014 0.356v-0.552 0.328 -0.559v-0.353 -0.063 -0.626v0.553 0.327 -0.564v-0.253 0.298 -0.391v0.256 0.286 -0.734v-0.253 0.359 -0.727v0.251 0.368 -0.403v0.352 -0.06 -0.47v0.003 1.44 1.942v0.332 1.013 0.35v-0.322 1.018 0.366v-0.007 1.557 2.198v0.224 1.431 1.729v-0.234 1.432 1.734v n0 0.956 -0.292n0.957 -0.281 0.075n0 0 1n0 -0.99 0.14n0 -0.416 -0.909n-0.956 -0.287 0.055n0.987 -0.162 -0.023n-0.979 -0.205 -0.017n0 -0.693 -0.721n0 -0.292 -0.956n0.266 0.541 -0.798n-0.266 0.541 -0.798n0.04 -0.292 -0.956n-0.04 -0.292 -0.956n0.97 -0.238 0.044n0.485 0.141 -0.863n-0.485 -0.087 0.87n-0.97 -0.219 -0.104n-0.485 -0.39 -0.782n0.485 -0.579 0.655n0.97 -0.239 -0.043n0.493 -0.437 -0.752n-0.483 -0.38 0.789n-0.971 -0.236 0.042n-0.48 -0.096 -0.872n0.467 -0.028 0.884n0.03 0.947 -0.319n-0.02 0.016 -1n0.021 0.016 -1n-0.858 0.507 -0.078n0 -0.104 0.995n0 -0.969 -0.248n0.858 0.508 -0.078n0 0.104 -0.995n0 0.966 -0.259 ufff1 7 3 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1r3] size [100] data [v-0.985 0.996 -1.041v-0.734 0.209 -0.801v0.985 0.996 -1.041v0.735 0.209 -0.801v-1.029 1.64 1v-0.819 0.464 1v1.054 1.665 1v0.819 0.464 1v0.695 1.276 -0.692v0.476 0.899 -0.732v0.915 0.899 -0.731v0.695 1.13 -1.638v-0.695 1.275 -0.692v-0.476 0.899 -0.732v-0.914 0.899 -0.732v-0.695 1.13 -1.638v0 0.41 -0.893v0 0.506 -0.892v-0.734 0.553 -0.906v0.735 0.553 -0.906v0 0.702 -1.05v0 0.802 -0.982v0.466 0.591 -1.141v0.387 0.813 -1.209v0.155 0.688 -1.17v-0.465 0.591 -1.141v-0.386 0.813 -1.209v-0.155 0.688 -1.171v-0.761 0.356 0.53v-0.559 -0.036 0.431v0.761 0.361 0.529v-0.457 0.313 0.7v0.457 0.364 0.354v-0.457 0.399 0.36v0.457 0.359 0.705v0.559 -0.043 0.524v-0.552 0.328 -0.564v-0.353 -0.068 -0.519v0.552 0.327 -0.545v-0.253 0.346 -0.395v0.272 0.335 -0.744v-0.253 0.309 -0.734v0.237 0.324 -0.405v0.351 -0.069 -0.575v0.003 1.565 1.9v0.332 0.941 0.374v-0.322 0.947 0.39v-0.007 1.713 2.139v0.224 1.529 1.689v-0.234 1.531 1.694v n0 0.954 -0.301n0.956 -0.286 0.061n0 0 1n0 -0.99 0.14n0 -0.416 -0.909n-0.956 -0.283 0.069n0.981 -0.192 -0.019n-0.984 -0.176 -0.021n0 -0.693 -0.721n0 -0.292 -0.956n0.266 0.541 -0.798n-0.266 0.541 -0.798n0.04 -0.292 -0.956n-0.04 -0.292 -0.956n0.97 -0.235 -0.06n0.485 -0.231 -0.843n-0.485 -0.442 0.755n-0.97 -0.242 -0.003n-0.485 -0.028 -0.874n0.485 -0.254 0.837n0.97 -0.241 0.026n0.56 -0.224 -0.798n-0.481 -0.143 0.865n-0.966 -0.234 -0.106n-0.48 -0.335 -0.811n0.394 -0.266 0.88n-0.011 0.95 -0.311n-0.02 0.016 -1n0.021 0.016 -1n-0.858 0.507 -0.078n0 -0.104 0.995n0 -0.969 -0.248n0.858 0.508 -0.078n0 0.104 -0.995n0 0.926 -0.379 ufff5 3 1 1f4 3 7 2f8 5 6 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1r5] size [100] data [v-0.985 0.996 -1.041v-0.734 0.209 -0.801v0.985 0.996 -1.041v0.735 0.209 -0.801v-1 1.611 1v-0.819 0.464 1v1.083 1.694 1v0.819 0.464 1v0.695 1.276 -0.692v0.476 0.899 -0.732v0.915 0.899 -0.731v0.695 1.13 -1.638v-0.695 1.275 -0.692v-0.476 0.899 -0.732v-0.914 0.899 -0.732v-0.695 1.13 -1.638v0 0.41 -0.893v0 0.506 -0.892v-0.734 0.553 -0.906v0.735 0.553 -0.906v0 0.702 -1.05v0 0.802 -0.982v0.466 0.591 -1.141v0.387 0.813 -1.209v0.155 0.688 -1.17v-0.465 0.591 -1.141v-0.386 0.813 -1.209v-0.155 0.688 -1.171v-0.761 0.35 0.53v-0.559 -0.001 0.327v0.761 0.367 0.527v-0.457 0.262 0.681v0.457 0.322 0.358v-0.457 0.437 0.378v0.457 0.413 0.696v0.559 -0.024 0.632v-0.552 0.326 -0.567v-0.353 -0.055 -0.451v0.551 0.324 -0.534v-0.253 0.376 -0.404v0.282 0.368 -0.743v-0.253 0.277 -0.73v0.229 0.297 -0.413v0.356 -0.06 -0.642v0.003 1.17 1.978v0.332 1.17 0.33v-0.322 1.17 0.347v-0.007 1.217 2.256v0.224 1.217 1.769v-0.234 1.217 1.775v n0 0.958 -0.289n0.956 -0.288 0.053n0 0 1n0 -0.99 0.14n0 -0.416 -0.909n-0.957 -0.281 0.077n0.978 -0.21 -0.016n-0.987 -0.156 -0.024n0 -0.693 -0.721n0 -0.292 -0.956n0.266 0.541 -0.798n-0.266 0.541 -0.798n0.04 -0.292 -0.956n-0.04 -0.292 -0.956n0.97 -0.21 -0.121n0.485 -0.452 -0.749n-0.485 -0.63 0.606n-0.97 -0.234 0.063n-0.485 0.21 -0.849n0.485 -0.017 0.874n0.97 -0.232 0.071n0.604 -0.084 -0.793n-0.481 0.016 0.877n-0.957 -0.212 -0.199n-0.48 -0.476 -0.737n0.35 -0.415 0.84n-0.038 0.946 -0.322n-0.02 0.016 -1n0.021 0.016 -1n-0.858 0.507 -0.078n0 -0.104 0.995n0 -0.969 -0.248n0.858 0.508 -0.078n0 0.104 -0.995n0 1 0 ufff5 3 1 1f4 3 7 2f8 5 6 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1r7] size [100] data [v-0.985 0.996 -1.041v-0.734 0.209 -0.801v0.985 0.996 -1.041v0.735 0.209 -0.801v-1.029 1.64 1v-0.819 0.464 1v1.054 1.665 1v0.819 0.464 1v0.695 1.276 -0.692v0.476 0.899 -0.732v0.915 0.899 -0.731v0.695 1.13 -1.638v-0.695 1.275 -0.692v-0.476 0.899 -0.732v-0.914 0.899 -0.732v-0.695 1.13 -1.638v0 0.41 -0.893v0 0.506 -0.892v-0.734 0.553 -0.906v0.735 0.553 -0.906v0 0.702 -1.05v0 0.802 -0.982v0.466 0.591 -1.141v0.387 0.813 -1.209v0.155 0.688 -1.17v-0.465 0.591 -1.141v-0.386 0.813 -1.209v-0.155 0.688 -1.171v-0.761 0.356 0.53v-0.559 -0.036 0.431v0.761 0.361 0.529v-0.457 0.313 0.7v0.457 0.364 0.354v-0.457 0.399 0.36v0.457 0.359 0.705v0.559 -0.043 0.524v-0.552 0.328 -0.564v-0.353 -0.068 -0.519v0.552 0.327 -0.545v-0.253 0.346 -0.395v0.272 0.335 -0.744v-0.253 0.309 -0.734v0.237 0.324 -0.405v0.351 -0.069 -0.575v0.003 1.692 1.838v0.332 0.867 0.41v-0.322 0.876 0.425v-0.007 1.87 2.055v0.224 1.627 1.634v-0.234 1.63 1.638v n0 0.954 -0.301n0.956 -0.286 0.061n0 0 1n0 -0.99 0.14n0 -0.416 -0.909n-0.956 -0.283 0.069n0.981 -0.192 -0.019n-0.984 -0.176 -0.021n0 -0.693 -0.721n0 -0.292 -0.956n0.266 0.541 -0.798n-0.266 0.541 -0.798n0.04 -0.292 -0.956n-0.04 -0.292 -0.956n0.97 -0.235 -0.06n0.485 -0.231 -0.843n-0.485 -0.442 0.755n-0.97 -0.242 -0.003n-0.485 -0.028 -0.874n0.485 -0.254 0.837n0.97 -0.241 0.026n0.56 -0.224 -0.798n-0.481 -0.143 0.865n-0.966 -0.234 -0.106n-0.48 -0.335 -0.811n0.394 -0.266 0.88n-0.011 0.95 -0.311n-0.02 0.016 -1n0.021 0.016 -1n-0.858 0.507 -0.078n0 -0.104 0.995n0 -0.969 -0.248n0.858 0.508 -0.078n0 0.104 -0.995n0 0.866 -0.5 ufff5 3 1 1f4 3 7 2f8 5 6 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 27f8 7 5 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nLoad model [1r9] size [100] data [v-0.985 0.996 -1.041v-0.734 0.209 -0.801v0.985 0.996 -1.041v0.735 0.209 -0.801v-1.075 1.686 1v-0.819 0.464 1v1.009 1.62 1v0.819 0.464 1v0.695 1.276 -0.692v0.476 0.899 -0.732v0.915 0.899 -0.731v0.695 1.13 -1.638v-0.695 1.275 -0.692v-0.476 0.899 -0.732v-0.914 0.899 -0.732v-0.695 1.13 -1.638v0 0.41 -0.893v0 0.506 -0.892v-0.734 0.553 -0.906v0.735 0.553 -0.906v0 0.702 -1.05v0 0.802 -0.982v0.466 0.591 -1.141v0.387 0.813 -1.209v0.155 0.688 -1.17v-0.465 0.591 -1.141v-0.386 0.813 -1.209v-0.155 0.688 -1.171v-0.761 0.366 0.528v-0.559 -0.033 0.601v0.761 0.352 0.53v-0.457 0.397 0.7v0.457 0.427 0.372v-0.457 0.334 0.355v0.457 0.276 0.688v0.559 -0.014 0.356v-0.552 0.328 -0.559v-0.353 -0.063 -0.626v0.553 0.327 -0.564v-0.253 0.298 -0.391v0.256 0.286 -0.734v-0.253 0.359 -0.727v0.251 0.368 -0.403v0.352 -0.06 -0.47v0.003 1.311 1.969v0.332 1.089 0.335v-0.322 1.091 0.352v-0.007 1.394 2.237v0.224 1.329 1.755v-0.234 1.329 1.76v n0 0.956 -0.292n0.957 -0.281 0.075n0 0 1n0 -0.99 0.14n0 -0.416 -0.909n-0.956 -0.287 0.055n0.987 -0.162 -0.023n-0.979 -0.205 -0.017n0 -0.693 -0.721n0 -0.292 -0.956n0.266 0.541 -0.798n-0.266 0.541 -0.798n0.04 -0.292 -0.956n-0.04 -0.292 -0.956n0.97 -0.238 0.044n0.485 0.141 -0.863n-0.485 -0.087 0.87n-0.97 -0.219 -0.104n-0.485 -0.39 -0.782n0.485 -0.579 0.655n0.97 -0.239 -0.043n0.493 -0.437 -0.752n-0.483 -0.38 0.789n-0.971 -0.236 0.042n-0.48 -0.096 -0.872n0.467 -0.028 0.884n0.03 0.947 -0.319n-0.02 0.016 -1n0.021 0.016 -1n-0.858 0.507 -0.078n0 -0.104 0.995n0 -0.969 -0.248n0.858 0.508 -0.078n0 0.104 -0.995n0 0.991 -0.135 ufff1 7 3 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 27f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 28f18 17 19 29uf24 23 25 10f27 28 26 10uf9 12 10 30f10 11 9 31f10 12 11 32f11 12 9 33f13 14 16 33f14 15 13 34f14 15 16 32f15 13 16 30uf46 47 45 35f49 50 48 35 ]\nset [&boss_1_bounce v] to (*model_id)\nLoad model [1b1] size [100] data [v-1 1.393 -0.951v-0.746 0.562 -1.031v1 1.393 -0.951v0.746 0.562 -1.031v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.499 -0.509v0.483 1.224 -0.778v0.929 1.224 -0.778v0.706 1.985 -1.359v-0.706 1.499 -0.509v-0.483 1.224 -0.778v-0.929 1.224 -0.778v-0.706 1.985 -1.359v0 0.787 -1.04v0 0.876 -1.001v-0.746 0.925 -0.996v0.746 0.925 -0.996v0 1.121 -1.074v0 1.188 -0.971v0.473 1.052 -1.203v0.392 1.287 -1.18v0.157 1.155 -1.193v-0.473 1.052 -1.203v-0.392 1.287 -1.18v-0.157 1.155 -1.193v-0.761 0.362 0.529v-0.559 -0.043 0.534v0.761 0.362 0.529v-0.457 0.364 0.705v0.457 0.36 0.354v-0.457 0.36 0.354v0.457 0.364 0.705v0.559 -0.043 0.534v-0.561 0.451 -0.819v-0.359 0.048 -0.863v0.561 0.451 -0.819v-0.257 0.431 -0.646v0.257 0.47 -0.992v-0.257 0.47 -0.992v0.257 0.431 -0.646v0.359 0.048 -0.863v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.994 -0.111n0.955 -0.295 0.033n0 0 1n0 -0.999 -0.048n0 -0.037 -0.999n-0.955 -0.295 0.033n0.987 -0.156 -0.043n-0.987 -0.156 -0.043n0 -0.367 -0.93n0 0.096 -0.995n0.267 0.806 -0.528n-0.267 0.806 -0.528n0.04 0.096 -0.994n-0.04 0.096 -0.994n0.97 -0.242 0.003n0.485 -0.252 -0.837n-0.485 -0.233 0.843n-0.97 -0.242 0.003n-0.485 -0.252 -0.837n0.485 -0.233 0.843n0.97 -0.241 -0.027n0.483 -0.147 -0.863n-0.483 -0.332 0.81n-0.97 -0.241 -0.027n-0.482 -0.147 -0.863n0.483 -0.332 0.81n-0.02 0.399 -0.917n0.021 0.399 -0.917n-0.858 0.446 0.255n0 -0.701 0.713n0 -0.607 -0.795n0.858 0.446 0.255n0 0.701 -0.713n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1b3] size [100] data [v-1 1.391 -0.904v-0.746 0.559 -0.982v1 1.391 -0.904v0.746 0.559 -0.982v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.488 -0.483v0.483 1.247 -0.769v0.929 1.247 -0.769v0.706 2.07 -1.23v-0.706 1.488 -0.483v-0.483 1.247 -0.769v-0.929 1.247 -0.769v-0.706 2.07 -1.23v0 0.784 -0.99v0 0.873 -0.953v-0.746 0.923 -0.948v0.746 0.923 -0.948v0 1.118 -1.021v0 1.186 -0.923v0.473 1.049 -1.145v0.392 1.284 -1.122v0.157 1.152 -1.135v-0.473 1.049 -1.145v-0.392 1.284 -1.122v-0.157 1.152 -1.135v-0.761 0.364 0.529v-0.559 -0.04 0.563v0.761 0.364 0.529v-0.457 0.378 0.703v0.457 0.349 0.354v-0.457 0.349 0.354v0.457 0.378 0.703v0.559 -0.04 0.563v-0.561 0.449 -0.779v-0.358 0.052 -0.857v0.561 0.449 -0.779v-0.258 0.414 -0.617v0.257 0.483 -0.941v-0.257 0.483 -0.941v0.257 0.414 -0.617v0.359 0.052 -0.857v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.993 -0.115n0.955 -0.295 0.034n0 0 1n0 -0.999 -0.048n0 -0.033 -0.999n-0.955 -0.295 0.034n0.987 -0.156 -0.044n-0.987 -0.156 -0.044n0 -0.35 -0.937n0 0.094 -0.996n0.262 0.795 -0.548n-0.262 0.795 -0.548n0.038 0.094 -0.995n-0.038 0.094 -0.995n0.97 -0.242 0.02n0.485 -0.312 -0.817n-0.485 -0.171 0.858n-0.97 -0.242 0.02n-0.485 -0.312 -0.817n0.485 -0.171 0.858n0.97 -0.237 -0.05n0.465 -0.064 -0.883n-0.468 -0.394 0.791n-0.97 -0.238 -0.051n-0.464 -0.064 -0.883n0.467 -0.393 0.792n-0.02 0.384 -0.923n0.02 0.384 -0.923n-0.854 0.41 0.32n0 -0.765 0.644n0 -0.489 -0.872n0.854 0.41 0.32n0 0.765 -0.644n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1b5] size [100] data [v-1 1.387 -0.833v-0.746 0.555 -0.909v1 1.387 -0.833v0.746 0.555 -0.909v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.472 -0.446v0.483 1.288 -0.744v0.929 1.288 -0.744v0.706 2.185 -1.03v-0.706 1.472 -0.446v-0.483 1.288 -0.744v-0.929 1.288 -0.744v-0.706 2.185 -1.03v0 0.78 -0.914v0 0.869 -0.88v-0.746 0.919 -0.875v0.746 0.919 -0.875v0 1.114 -0.942v0 1.182 -0.851v0.473 1.045 -1.056v0.392 1.279 -1.035v0.157 1.147 -1.047v-0.473 1.045 -1.056v-0.392 1.279 -1.035v-0.157 1.147 -1.047v-0.761 0.366 0.528v-0.559 -0.031 0.606v0.761 0.366 0.528v-0.457 0.4 0.7v0.457 0.332 0.356v-0.457 0.332 0.356v0.457 0.4 0.7v0.559 -0.031 0.606v-0.561 0.445 -0.719v-0.358 0.063 -0.839v0.561 0.446 -0.719v-0.258 0.388 -0.575v0.258 0.503 -0.863v-0.257 0.503 -0.862v0.257 0.388 -0.575v0.359 0.063 -0.839v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.993 -0.121n0.955 -0.295 0.036n0 0 1n0 -0.999 -0.048n0 -0.026 -1n-0.955 -0.295 0.036n0.987 -0.156 -0.045n-0.987 -0.156 -0.045n0 -0.323 -0.946n0 0.091 -0.996n0.255 0.774 -0.579n-0.255 0.774 -0.579n0.035 0.091 -0.995n-0.035 0.091 -0.995n0.97 -0.238 0.047n0.485 -0.4 -0.778n-0.485 -0.076 0.871n-0.97 -0.238 0.047n-0.485 -0.4 -0.778n0.485 -0.076 0.871n0.97 -0.227 -0.09n0.436 0.053 -0.898n-0.448 -0.476 0.756n-0.969 -0.229 -0.092n-0.434 0.052 -0.899n0.448 -0.475 0.757n-0.018 0.361 -0.932n0.018 0.361 -0.932n-0.842 0.342 0.418n0 -0.851 0.525n0 -0.303 -0.953n0.842 0.342 0.418n0 0.851 -0.525n0.005 0.918 -0.396 ufff1 7 3 1f4 3 7 2f7 6 8 3f2 8 6 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 1f7 5 6 3f2 4 8 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1b7] size [100] data [v-1 1.383 -0.762v-0.746 0.552 -0.835v1 1.383 -0.762v0.746 0.552 -0.835v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.456 -0.411v0.483 1.335 -0.706v0.929 1.335 -0.706v0.706 2.278 -0.83v-0.706 1.456 -0.411v-0.483 1.335 -0.706v-0.929 1.335 -0.706v-0.706 2.278 -0.83v0 0.776 -0.839v0 0.866 -0.807v-0.746 0.915 -0.803v0.746 0.915 -0.803v0 1.11 -0.863v0 1.178 -0.78v0.473 1.04 -0.968v0.392 1.275 -0.947v0.157 1.143 -0.959v-0.473 1.04 -0.968v-0.392 1.275 -0.947v-0.157 1.143 -0.959v-0.761 0.368 0.526v-0.559 -0.018 0.648v0.761 0.368 0.526v-0.457 0.421 0.694v0.457 0.315 0.359v-0.457 0.315 0.359v0.457 0.421 0.694v0.559 -0.018 0.648v-0.561 0.442 -0.659v-0.358 0.081 -0.812v0.561 0.442 -0.659v-0.258 0.363 -0.536v0.258 0.521 -0.783v-0.257 0.521 -0.782v0.257 0.363 -0.536v0.359 0.081 -0.812v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.992 -0.128n0.955 -0.295 0.038n0 0 1n0 -0.999 -0.048n0 -0.02 -1n-0.955 -0.295 0.038n0.987 -0.156 -0.047n-0.987 -0.156 -0.047n0 -0.296 -0.955n0 0.088 -0.996n0.246 0.75 -0.614n-0.246 0.75 -0.614n0.032 0.088 -0.996n-0.032 0.088 -0.996n0.97 -0.231 0.073n0.485 -0.483 -0.729n-0.485 0.021 0.874n-0.97 -0.231 0.073n-0.485 -0.483 -0.729n0.485 0.021 0.874n0.968 -0.212 -0.134n0.408 0.155 -0.9n-0.434 -0.548 0.715n-0.967 -0.215 -0.139n-0.405 0.153 -0.901n0.433 -0.546 0.717n-0.017 0.338 -0.941n0.017 0.338 -0.941n-0.819 0.261 0.511n0 -0.925 0.38n0 -0.13 -0.991n0.819 0.261 0.511n0 0.925 -0.38n0.005 0.918 -0.396 ufff5 3 1 1f4 3 7 2f7 6 8 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f5 7 3 1f7 5 6 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\nLoad model [1b9] size [100] data [v-1 1.381 -0.714v-0.746 0.549 -0.786v1 1.381 -0.714v0.746 0.549 -0.786v-1 1.611 1v-0.819 0.464 1v1 1.611 1v0.819 0.464 1v0.706 1.447 -0.389v0.483 1.369 -0.674v0.929 1.369 -0.674v0.706 2.325 -0.702v-0.706 1.447 -0.389v-0.483 1.369 -0.674v-0.929 1.369 -0.674v-0.706 2.325 -0.702v0 0.774 -0.789v0 0.863 -0.759v-0.746 0.912 -0.755v0.746 0.912 -0.755v0 1.107 -0.811v0 1.176 -0.732v0.473 1.037 -0.91v0.392 1.272 -0.889v0.157 1.14 -0.901v-0.473 1.037 -0.91v-0.392 1.272 -0.889v-0.157 1.14 -0.901v-0.761 0.369 0.525v-0.559 -0.007 0.675v0.761 0.369 0.525v-0.457 0.434 0.688v0.457 0.305 0.362v-0.457 0.305 0.362v0.457 0.434 0.688v0.559 -0.007 0.675v-0.561 0.439 -0.62v-0.358 0.096 -0.789v0.561 0.44 -0.62v-0.258 0.347 -0.51v0.258 0.532 -0.73v-0.257 0.532 -0.729v0.257 0.347 -0.511v0.36 0.096 -0.789v-0.016 1.438 1.557v0.219 1.015 0.579v-0.205 1.018 0.58v-0.027 1.537 1.71v0.129 1.412 1.423v-0.168 1.413 1.42v n0 0.991 -0.133n0.955 -0.295 0.04n0 0 1n0 -0.999 -0.048n0 -0.015 -1n-0.955 -0.295 0.04n0.987 -0.156 -0.048n-0.987 -0.156 -0.048n0 -0.277 -0.961n0 0.086 -0.996n0.239 0.732 -0.638n-0.239 0.732 -0.638n0.03 0.086 -0.996n-0.03 0.086 -0.996n0.97 -0.225 0.089n0.485 -0.535 -0.692n-0.485 0.084 0.87n-0.97 -0.225 0.089n-0.485 -0.535 -0.692n0.485 0.084 0.87n0.966 -0.199 -0.167n0.39 0.213 -0.896n-0.428 -0.59 0.685n-0.964 -0.202 -0.173n-0.387 0.211 -0.898n0.427 -0.588 0.687n-0.016 0.322 -0.946n0.016 0.322 -0.946n-0.798 0.203 0.567n0 -0.965 0.263n0 -0.029 -1n0.798 0.203 0.567n0 0.965 -0.263n0.005 0.918 -0.396 ufff1 7 3 1f4 3 7 2f7 6 8 3f6 4 8 4f4 2 17 5f1 2 5 6f7 8 4 7f6 5 2 8f20 19 21 9f18 19 20 10f20 21 22 11f21 19 22 12f1 3 22 10f17 20 4 13f17 2 19 14f1 19 2 10f3 4 20 10f34 32 30 15f31 36 33 16f32 29 30 17f33 36 35 18f29 34 30 19f35 36 31 20f42 40 38 21f39 44 41 22f40 37 38 23f41 44 43 24f37 42 38 25f43 44 39 26f1 5 7 1f7 5 6 3f6 2 4 4uf20 22 3 10f1 22 19 10uf18 20 17 27f18 17 19 28uf24 23 25 10f27 28 26 10uf9 12 10 29f10 11 9 30f10 12 11 31f11 12 9 32f13 14 16 32f14 15 13 33f14 15 16 31f15 13 16 29uf46 47 45 34f49 50 48 34 ]\n\ndefine Add Boss2 Mesh\nset [&boss_2_idle v] to (*model_id)\nLoad model [2i0] size [100] data [v0.592 0.015 0.393v0.31 0.015 -0.096v0.874 0.015 -0.096v0.592 1.047 0.067v-0.592 0.015 0.393v-0.31 0.015 -0.096v-0.874 0.015 -0.096v-0.592 1.047 0.067v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.156 0.494n0 0.156 -0.988n0.855 0.156 0.494n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 5f2 4 3 17f3 4 1 18f5 6 8 18f5 7 6 5f6 7 8 17f7 5 8 16uf9 13 11 19f12 13 10 20f9 10 13 21 ]\nset [&boss_2_walk v] to (*model_id)\nLoad model [2w0] size [100] data [v0.592 0.062 -0.305v0.31 0.407 -0.651v0.874 0.407 -0.651v0.592 1.022 0.194v-0.592 0.015 0.393v-0.31 0.015 -0.096v-0.874 0.015 -0.096v-0.592 1.047 0.067v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 -0.239 0.459n0 -0.707 -0.707n0 0.809 -0.588n0.855 -0.239 0.459n0.855 0.156 0.494n0 0.156 -0.988n-0.855 0.156 0.494n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 17f2 4 3 18f3 4 1 19f5 6 8 20f5 7 6 5f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nLoad model [2w1] size [100] data [v0.592 -0.031 0.039v0.31 0.156 -0.412v0.874 0.156 -0.412v0.592 1.047 0.133v-0.592 0.015 0.393v-0.31 0.015 -0.096v-0.874 0.015 -0.096v-0.592 1.047 0.067v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 -0.045 0.516n0 -0.924 -0.383n0 0.522 -0.853n0.855 -0.045 0.516n0.855 0.156 0.494n0 0.156 -0.988n-0.855 0.156 0.494n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 17f2 4 3 18f3 4 1 19f5 6 8 20f5 7 6 5f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nLoad model [2w2] size [100] data [v0.592 0.015 0.393v0.31 0.015 -0.096v0.874 0.015 -0.096v0.592 1.047 0.067v-0.592 0.015 0.393v-0.31 0.015 -0.096v-0.874 0.015 -0.096v-0.592 1.047 0.067v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.156 0.494n0 0.156 -0.988n0.855 0.156 0.494n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 5f2 4 3 17f3 4 1 18f5 6 8 18f5 7 6 5f6 7 8 17f7 5 8 16uf9 13 11 19f12 13 10 20f9 10 13 21 ]\nLoad model [2w3] size [100] data [v0.592 0.015 0.393v0.31 0.015 -0.096v0.874 0.015 -0.096v0.592 1.047 0.067v-0.592 -0.026 0.213v-0.31 0.072 -0.265v-0.874 0.072 -0.265v-0.592 1.051 0.101v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.156 0.494n0 0.156 -0.988n0.855 0.156 0.494n0.855 0.054 0.515n0 -0.98 -0.2n0 0.351 -0.936n-0.855 0.054 0.515n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 5f2 4 3 17f3 4 1 18f5 6 8 19f5 7 6 20f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nLoad model [2w4] size [100] data [v0.592 0.015 0.393v0.31 0.015 -0.096v0.874 0.015 -0.096v0.592 1.047 0.067v-0.592 -0.003 -0.133v-0.31 0.266 -0.541v-0.874 0.266 -0.541v-0.592 1.038 0.164v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.156 0.494n0 0.156 -0.988n0.855 0.156 0.494n0.855 -0.142 0.498n0 -0.834 -0.551n0 0.674 -0.738n-0.855 -0.142 0.498n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 5f2 4 3 17f3 4 1 18f5 6 8 19f5 7 6 20f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nLoad model [2w5] size [100] data [v0.592 0.015 0.393v0.31 0.015 -0.096v0.874 0.015 -0.096v0.592 1.047 0.067v-0.592 0.062 -0.305v-0.31 0.407 -0.651v-0.874 0.407 -0.651v-0.592 1.022 0.194v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.156 0.494n0 0.156 -0.988n0.855 0.156 0.494n0.855 -0.239 0.459n0 -0.707 -0.707n0 0.809 -0.588n-0.855 -0.239 0.459n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 5f2 4 3 17f3 4 1 18f5 6 8 19f5 7 6 20f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nLoad model [2w6] size [100] data [v0.592 0.015 0.393v0.31 0.015 -0.096v0.874 0.015 -0.096v0.592 1.047 0.067v-0.592 -0.031 0.039v-0.31 0.156 -0.412v-0.874 0.156 -0.412v-0.592 1.047 0.133v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.156 0.494n0 0.156 -0.988n0.855 0.156 0.494n0.855 -0.045 0.516n0 -0.924 -0.383n0 0.522 -0.853n-0.855 -0.045 0.516n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 5f2 4 3 17f3 4 1 18f5 6 8 19f5 7 6 20f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nLoad model [2w7] size [100] data [v0.592 0.015 0.393v0.31 0.015 -0.096v0.874 0.015 -0.096v0.592 1.047 0.067v-0.592 0.015 0.393v-0.31 0.015 -0.096v-0.874 0.015 -0.096v-0.592 1.047 0.067v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.156 0.494n0 0.156 -0.988n0.855 0.156 0.494n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 5f2 4 3 17f3 4 1 18f5 6 8 18f5 7 6 5f6 7 8 17f7 5 8 16uf9 13 11 19f12 13 10 20f9 10 13 21 ]\nLoad model [2w8] size [100] data [v0.592 -0.026 0.213v0.31 0.072 -0.265v0.874 0.072 -0.265v0.592 1.051 0.101v-0.592 0.015 0.393v-0.31 0.015 -0.096v-0.874 0.015 -0.096v-0.592 1.047 0.067v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 0.054 0.515n0 -0.98 -0.2n0 0.351 -0.936n0.855 0.054 0.515n0.855 0.156 0.494n0 0.156 -0.988n-0.855 0.156 0.494n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 17f2 4 3 18f3 4 1 19f5 6 8 20f5 7 6 5f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nLoad model [2w9] size [100] data [v0.592 -0.003 -0.133v0.31 0.266 -0.541v0.874 0.266 -0.541v0.592 1.038 0.164v-0.592 0.015 0.393v-0.31 0.015 -0.096v-0.874 0.015 -0.096v-0.592 1.047 0.067v0.354 1.935 -0.996v-0.354 1.935 -0.996v0.945 2.577 0.773v-0.945 2.577 0.773v0 2.593 0.822v1.122 0.966 -0.996v-1.122 0.966 -0.996v1.122 0.966 1.225v-1.122 0.966 1.225v1.821 1.532 0.062v1.113 1.532 0.062v1.821 1.27 -0.392v1.113 1.27 -0.392v1.821 1.794 -0.392v1.03 1.794 -0.392v-1.821 1.532 0.062v-1.113 1.532 0.062v-1.821 1.27 -0.392v-1.113 1.27 -0.392v-1.821 1.794 -0.392v-1.03 1.794 -0.392v n0.055 0.276 0.96n0 0 -1n0.705 0.559 -0.438n-0.704 0.559 -0.438n0 -1 0n-0.994 0.11 0n0.994 0.11 0n-0.055 0.276 0.96n0 0.24 0.971n-0.983 -0.157 0.091n-0.983 0.157 -0.091n-1 0 0n0 -0.866 0.5n0 0.866 0.5n1 0 0n-0.855 -0.142 0.498n0 -0.834 -0.551n0 0.674 -0.738n0.855 -0.142 0.498n0.855 0.156 0.494n0 0.156 -0.988n-0.855 0.156 0.494n-0.002 0.94 -0.34n0.002 0.94 -0.34n0 0.94 -0.34 ufff13 16 11 1f9 15 10 2f9 11 14 3f10 15 12 4f14 17 15 5f15 17 12 6f14 11 16 7f17 13 12 8f17 16 13 9f9 14 15 2f14 16 17 5f21 19 23 10f27 25 29 11f24 28 26 12uf19 20 18 13f21 22 20 2f22 19 18 14f18 20 22 15f26 25 24 13f28 27 26 2f28 25 29 14f19 21 20 13f21 23 22 2f22 23 19 14f26 27 25 13f28 29 27 2f28 24 25 14uf1 4 2 16f1 2 3 17f2 4 3 18f3 4 1 19f5 6 8 20f5 7 6 5f6 7 8 21f7 5 8 22uf9 13 11 23f12 13 10 24f9 10 13 25 ]\nset [&boss_2_handshoot v] to (*model_id)\nLoad model [2s0] size [100] data [v0 0.577 -2.303v0.573 0.003 -2.303v0 -0.57 -2.303v-0.573 0.003 -2.303v0 0.003 -1.157v-0.317 -0.317 0.049v-0.317 0.317 0.049v-0.317 -0.317 -1.618v-0.317 0.317 -1.618v0.317 -0.317 0.049v0.317 0.317 0.049v0.317 -0.317 -1.618v0.317 0.317 -1.618v n-1 0 0n0 0 -1n1 0 0n0 -1 0n0 1 0n0 0 1n0.667 0.667 0.333n0.667 -0.667 0.333n-0.667 -0.667 0.333n-0.667 0.667 0.333 ufff7 8 6 1f9 12 8 2f13 10 12 3f12 6 8 4f9 11 13 5f10 7 6 6f7 9 8 1f9 13 12 2f13 11 10 3f12 10 6 4f9 7 11 5f10 11 7 6uf1 5 2 7f2 5 3 8f2 4 1 2f3 5 4 9f4 5 1 10f2 3 4 2 ]\nLoad model [2s2] size [100] data [v0 0.533 -2.128v0.529 0.003 -2.128v0 -0.526 -2.128v-0.529 0.003 -2.128v0 0.003 -1.069v-0.293 -0.293 0.045v-0.293 0.293 0.045v-0.293 -0.293 -1.495v-0.293 0.293 -1.495v0.293 -0.293 0.045v0.293 0.293 0.045v0.293 -0.293 -1.495v0.293 0.293 -1.495v n-1 0 0n0 0 -1n1 0 0n0 -1 0n0 1 0n0 0 1n0.667 0.667 0.333n0.667 -0.667 0.333n-0.667 -0.667 0.333n-0.667 0.667 0.333 ufff7 8 6 1f9 12 8 2f13 10 12 3f12 6 8 4f9 11 13 5f10 7 6 6f7 9 8 1f9 13 12 2f13 11 10 3f12 10 6 4f9 7 11 5f10 11 7 6uf1 5 2 7f2 5 3 8f2 4 1 2f3 5 4 9f4 5 1 10f2 3 4 2 ]\nLoad model [2s4] size [100] data [v0 0.498 -1.949v0.495 0.003 -1.949v0 -0.493 -1.949v-0.495 0.003 -1.949v0 0.003 -0.969v-0.265 -0.265 0.041v-0.265 0.265 0.041v-0.265 -0.265 -1.356v-0.265 0.265 -1.356v0.265 -0.265 0.041v0.265 0.265 0.041v0.265 -0.265 -1.356v0.265 0.265 -1.356v n-1 0 0n0 0 -1n1 0 0n0 -1 0n0 1 0n0 0 1n0.666 0.666 0.336n0.666 -0.666 0.337n0 0 -1n-0.666 -0.666 0.337n-0.666 0.666 0.336n0 0 -1 ufff7 8 6 1f9 12 8 2f13 10 12 3f12 6 8 4f9 11 13 5f10 7 6 6f7 9 8 1f9 13 12 2f13 11 10 3f12 10 6 4f9 7 11 5f10 11 7 6uf1 5 2 7f2 5 3 8f2 4 1 9f3 5 4 10f4 5 1 11f2 3 4 12 ]\nLoad model [2s6] size [100] data [v0 0.559 -1.969v0.56 0 -1.97v0 -0.558 -1.969v-0.56 0 -1.97v0 0.003 -0.92v-0.252 -0.252 0.039v-0.252 0.252 0.039v-0.252 -0.252 -1.287v-0.252 0.252 -1.287v0.252 -0.252 0.039v0.252 0.252 0.039v0.252 -0.252 -1.287v0.252 0.252 -1.287v n-1 0 0n0 0 -1n1 0 0n0 -1 0n0 1 0n0 0 1n0.662 0.662 0.351n0.661 -0.662 0.354n0 0.002 -1n-0.661 -0.662 0.354n-0.662 0.662 0.351n0 -0.003 -1 ufff7 8 6 1f9 12 8 2f13 10 12 3f12 6 8 4f9 11 13 5f10 7 6 6f7 9 8 1f9 13 12 2f13 11 10 3f12 10 6 4f9 7 11 5f10 11 7 6uf1 5 2 7f2 5 3 8f2 4 1 9f3 5 4 10f4 5 1 11f2 3 4 12 ]\nLoad model [2s8] size [100] data [v0 0.65 -2.07v0.654 -0.002 -2.072v0 -0.654 -2.069v-0.654 -0.002 -2.072v0 0.003 -0.902v-0.247 -0.247 0.038v-0.247 0.247 0.038v-0.247 -0.247 -1.262v-0.247 0.247 -1.262v0.247 -0.247 0.038v0.247 0.247 0.038v0.247 -0.247 -1.262v0.247 0.247 -1.262v n-1 0 0n0 0 -1n1 0 0n0 -1 0n0 1 0n0 0 1n0.658 0.659 0.365n0.657 -0.657 0.37n0 0.003 -1n-0.657 -0.657 0.37n-0.658 0.659 0.365n0 -0.005 -1 ufff7 8 6 1f9 12 8 2f13 10 12 3f12 6 8 4f9 11 13 5f10 7 6 6f7 9 8 1f9 13 12 2f13 11 10 3f12 10 6 4f9 7 11 5f10 11 7 6uf1 5 2 7f2 5 3 8f2 4 1 9f3 5 4 10f4 5 1 11f2 3 4 12 ]\nset [&boss_2_handpush v] to (*model_id)\nLoad model [2p0] size [60] data [v-0.007 0.771 -3.284v-0.866 1.906 -2.981v0.866 1.906 -2.981v-0.866 -1.517 -2.981v0.866 -1.517 -2.981v0 -0.722 0.033v0.866 0.444 0.033v-0.866 0.444 0.033v0 0.056 -3.22v0 -1.007 -3.338v n0.795 -0.59 -0.141n0 0.993 -0.119n-0.795 -0.59 -0.141n0 0 1n0.328 0 -0.945n-0.333 0 -0.943n0.396 0.029 -0.918n-0.394 0.026 -0.919 ufff6 9 7 1f7 9 8 2f8 9 6 3f6 7 8 4uf3 5 1 5f1 4 2 6f5 10 1 7f1 10 4 8 ]\n\nwhen I receive [deletealldata v]\nDelete So Game Can Save\n\ndefine Delete So Game Can Save\nDelete Mesh Data\nset [~temp v] to []\ndelete all of [~temparray v]\n\ndefine Add Boss 3 Mesh\nset [&boss_3_idle v] to (*model_id)\nLoad model [3i0] size [200] data [v-0.79 0.514 -0.808v0.016 0.84 -0.892v0.793 0.514 -0.806v-0.003 0.514 0.726v-0.511 1.408 -0.728v0.54 1.408 -0.715v0.853 1.408 -0.124v-0.849 1.408 -0.145v0.005 1.368 -0.687v0.288 2.037 -0.628v-0.269 2.037 -0.653v0.009 0.592 -0.853v1.375 0.507 0.005v-1.423 0.514 -0.006v-0.264 0.581 -0.649v-0.264 0.001 -0.408v0.246 0.581 -0.649v-0.472 0.581 -0.288v0.038 0.581 -0.288v-0.056 0.581 -0.288v0.454 0.581 -0.288v0.246 0.013 -0.408v0.292 1.524 -0.848v0.232 1.785 -0.848v0.351 1.785 -0.848v-0.27 1.524 -0.848v-0.21 1.785 -0.848v-0.329 1.785 -0.848v-0.739 0.005 -0.029v0.715 0.015 -0.028v n-0.827 -0.369 0.424n-0.157 0.137 -0.978n0.17 0.147 -0.974n0.821 -0.38 0.427n-0.826 0.3 -0.478n0.012 0.288 -0.958n0.847 0.285 -0.448n0.533 0.178 0.827n-0.551 0.162 0.819n-0.009 0.693 0.721n0.001 0.997 -0.073n0.816 0.386 -0.432n-0.806 0.365 -0.466n0.001 -0.509 -0.86n0.382 -0.561 0.735n-0.383 -0.548 0.743n0 -1 0n-0.848 -0.202 -0.49n-0.847 -0.207 -0.489n0 -0.202 0.979n0 1 0n0 -0.207 0.978n0.848 -0.202 -0.49n0.847 -0.207 -0.489n0.007 1 0.004n-0.548 -0.716 -0.433n0.76 -0.519 -0.39n0.559 -0.722 -0.408n-0.768 -0.501 -0.399n-0.061 0.112 -0.992n0.086 0.084 -0.993n0.044 -0.157 -0.987n-0.041 -0.154 -0.987n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 21f13 30 3 28f3 30 4 29uf6 9 10 30f9 5 11 31uf3 12 2 32f2 12 1 33uf24 25 23 34f27 26 28 34 ]\nLoad model [3i1] size [200] data [v-0.797 0.511 -0.809v0.016 0.843 -0.895v0.799 0.511 -0.807v-0.003 0.514 0.726v-0.511 1.418 -0.728v0.54 1.418 -0.715v0.853 1.418 -0.124v-0.849 1.418 -0.145v0.005 1.377 -0.687v0.288 2.053 -0.628v-0.269 2.053 -0.653v0.009 0.59 -0.855v1.375 0.508 0.005v-1.423 0.514 -0.006v-0.264 0.582 -0.649v-0.264 -0.004 -0.408v0.246 0.582 -0.649v-0.472 0.582 -0.288v0.038 0.582 -0.288v-0.056 0.582 -0.288v0.454 0.582 -0.288v0.246 0.008 -0.408v0.292 1.534 -0.848v0.232 1.798 -0.848v0.351 1.798 -0.848v-0.27 1.534 -0.848v-0.21 1.798 -0.848v-0.329 1.798 -0.848v-0.739 0 -0.029v0.715 0.01 -0.028v n-0.828 -0.361 0.429n-0.16 0.138 -0.977n0.172 0.148 -0.974n0.822 -0.373 0.431n-0.825 0.303 -0.477n0.012 0.289 -0.957n0.846 0.288 -0.448n0.533 0.176 0.827n-0.551 0.16 0.819n-0.009 0.69 0.724n0.001 0.997 -0.074n0.817 0.382 -0.432n-0.807 0.362 -0.467n0.001 -0.518 -0.856n0.383 -0.557 0.737n-0.385 -0.545 0.745n0 -1 0n-0.848 -0.201 -0.49n-0.848 -0.205 -0.489n0 -0.201 0.98n0 1 0n0 -0.205 0.979n0.848 -0.201 -0.49n0.848 -0.205 -0.489n0.005 1 0.001n-0.552 -0.715 -0.428n0.763 -0.513 -0.393n0.001 1 -0.003n0.564 -0.721 -0.403n-0.77 -0.495 -0.403n-0.061 0.111 -0.992n0.086 0.083 -0.993n0.045 -0.155 -0.987n-0.042 -0.153 -0.987n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i2] size [200] data [v-0.813 0.505 -0.812v0.017 0.851 -0.902v0.816 0.505 -0.81v-0.003 0.515 0.726v-0.511 1.439 -0.728v0.54 1.439 -0.715v0.853 1.439 -0.124v-0.849 1.439 -0.145v0.005 1.397 -0.687v0.288 2.089 -0.628v-0.269 2.089 -0.653v0.009 0.584 -0.861v1.375 0.508 0.005v-1.423 0.515 -0.006v-0.264 0.585 -0.649v-0.264 -0.015 -0.408v0.246 0.585 -0.649v-0.472 0.585 -0.288v0.038 0.585 -0.288v-0.056 0.585 -0.288v0.454 0.585 -0.288v0.246 -0.003 -0.408v0.292 1.558 -0.848v0.232 1.828 -0.848v0.351 1.828 -0.848v-0.27 1.558 -0.848v-0.21 1.828 -0.848v-0.329 1.828 -0.848v-0.739 -0.011 -0.029v0.715 -0.001 -0.028v n-0.83 -0.345 0.439n-0.165 0.141 -0.976n0.178 0.151 -0.972n0.823 -0.356 0.442n-0.823 0.309 -0.476n0.012 0.293 -0.956n0.845 0.295 -0.447n0.534 0.172 0.828n-0.552 0.157 0.819n-0.009 0.681 0.732n0.001 0.997 -0.076n0.819 0.375 -0.434n-0.809 0.355 -0.468n0.001 -0.537 -0.844n0.386 -0.548 0.742n-0.387 -0.536 0.75n0 -1 0n-0.849 -0.196 -0.49n-0.848 -0.2 -0.49n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.849 -0.196 -0.49n0.849 -0.2 -0.49n0.002 1 -0.006n-0.563 -0.714 -0.417n0.769 -0.498 -0.401n0.005 1 -0.009n0.574 -0.719 -0.391n-0.776 -0.479 -0.411n-0.061 0.109 -0.992n0.086 0.082 -0.993n0.048 -0.152 -0.987n-0.045 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i3] size [200] data [v-0.833 0.496 -0.815v0.018 0.86 -0.91v0.836 0.496 -0.813v-0.003 0.516 0.726v-0.511 1.465 -0.728v0.54 1.465 -0.715v0.853 1.465 -0.124v-0.849 1.465 -0.145v0.005 1.422 -0.687v0.288 2.133 -0.628v-0.269 2.133 -0.653v0.009 0.576 -0.868v1.375 0.509 0.005v-1.423 0.516 -0.006v-0.264 0.588 -0.649v-0.264 -0.029 -0.408v0.246 0.588 -0.649v-0.472 0.588 -0.288v0.038 0.588 -0.288v-0.056 0.588 -0.288v0.454 0.588 -0.288v0.246 -0.016 -0.408v0.292 1.588 -0.848v0.232 1.865 -0.848v0.351 1.865 -0.848v-0.27 1.588 -0.848v-0.21 1.865 -0.848v-0.329 1.865 -0.848v-0.739 -0.024 -0.029v0.715 -0.014 -0.028v n-0.831 -0.326 0.451n-0.171 0.145 -0.975n0.184 0.154 -0.971n0.825 -0.337 0.454n-0.821 0.315 -0.475n0.012 0.298 -0.954n0.843 0.302 -0.446n0.534 0.168 0.829n-0.552 0.153 0.82n-0.009 0.672 0.741n0.001 0.997 -0.078n0.822 0.366 -0.435n-0.812 0.347 -0.47n0.001 -0.558 -0.83n0.389 -0.538 0.748n-0.39 -0.526 0.756n0 -1 0n-0.85 -0.191 -0.491n-0.849 -0.195 -0.49n0 -0.191 0.982n0 1 0n0 -0.195 0.981n0.85 -0.191 -0.491n0.849 -0.195 -0.49n-0.002 1 -0.014n-0.576 -0.712 -0.403n0.775 -0.48 -0.411n0.009 1 -0.018n0.587 -0.717 -0.376n-0.782 -0.461 -0.42n-0.061 0.106 -0.992n0.086 0.079 -0.993n0.051 -0.148 -0.988n-0.048 -0.145 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i4] size [200] data [v-0.849 0.489 -0.818v0.018 0.868 -0.917v0.852 0.489 -0.816v-0.003 0.517 0.726v-0.511 1.487 -0.728v0.54 1.487 -0.715v0.853 1.487 -0.124v-0.849 1.487 -0.145v0.005 1.443 -0.687v0.288 2.169 -0.628v-0.269 2.169 -0.653v0.01 0.57 -0.874v1.375 0.51 0.005v-1.423 0.517 -0.006v-0.264 0.59 -0.649v-0.264 -0.04 -0.408v0.246 0.59 -0.649v-0.472 0.59 -0.288v0.038 0.59 -0.288v-0.056 0.59 -0.288v0.454 0.59 -0.288v0.246 -0.027 -0.408v0.292 1.612 -0.848v0.232 1.895 -0.848v0.351 1.895 -0.848v-0.27 1.612 -0.848v-0.21 1.895 -0.848v-0.329 1.895 -0.848v-0.739 -0.036 -0.029v0.715 -0.024 -0.028v n-0.831 -0.31 0.461n-0.175 0.148 -0.973n0.189 0.157 -0.969n0.825 -0.322 0.464n-0.82 0.321 -0.474n0.012 0.302 -0.953n0.841 0.308 -0.445n0.535 0.165 0.829n-0.552 0.149 0.82n-0.009 0.663 0.748n0.001 0.997 -0.08n0.825 0.36 -0.436n-0.814 0.34 -0.471n0.001 -0.575 -0.818n0.391 -0.53 0.753n-0.392 -0.517 0.76n0 -1 0n-0.851 -0.187 -0.491n-0.85 -0.191 -0.491n0 -0.187 0.982n0 1 0n0 -0.191 0.982n0.851 -0.187 -0.491n0.85 -0.191 -0.491n-0.006 1 -0.021n-0.586 -0.71 -0.39n0.78 -0.465 -0.419n0.013 1 -0.025n0.597 -0.715 -0.362n-0.786 -0.446 -0.428n-0.061 0.104 -0.993n0.086 0.078 -0.993n0.054 -0.145 -0.988n-0.05 -0.142 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i5] size [200] data [v-0.856 0.486 -0.819v0.018 0.871 -0.92v0.859 0.486 -0.817v-0.003 0.517 0.726v-0.511 1.496 -0.728v0.54 1.496 -0.715v0.853 1.496 -0.124v-0.849 1.496 -0.145v0.005 1.452 -0.687v0.288 2.185 -0.628v-0.269 2.185 -0.653v0.01 0.567 -0.876v1.375 0.51 0.005v-1.423 0.517 -0.006v-0.264 0.591 -0.649v-0.264 -0.045 -0.408v0.246 0.591 -0.649v-0.472 0.591 -0.288v0.038 0.591 -0.288v-0.056 0.591 -0.288v0.454 0.591 -0.288v0.246 -0.031 -0.408v0.292 1.622 -0.848v0.232 1.908 -0.848v0.351 1.908 -0.848v-0.27 1.622 -0.848v-0.21 1.908 -0.848v-0.329 1.908 -0.848v-0.739 -0.04 -0.029v0.715 -0.029 -0.028v n-0.831 -0.304 0.465n-0.177 0.149 -0.973n0.191 0.158 -0.969n0.826 -0.316 0.468n-0.819 0.323 -0.474n0.012 0.303 -0.953n0.84 0.31 -0.445n0.535 0.163 0.829n-0.552 0.148 0.82n-0.009 0.66 0.751n0.001 0.997 -0.08n0.826 0.357 -0.437n-0.815 0.337 -0.471n0.001 -0.582 -0.813n0.392 -0.526 0.755n-0.393 -0.514 0.762n0 -1 0n-0.851 -0.186 -0.491n-0.85 -0.189 -0.491n0 -0.186 0.983n0 1 0n0 -0.189 0.982n0.851 -0.186 -0.491n0.85 -0.189 -0.491n-0.008 1 -0.025n-0.591 -0.709 -0.384n0.782 -0.459 -0.422n0.015 1 -0.028n0.602 -0.715 -0.356n-0.788 -0.439 -0.431n-0.061 0.103 -0.993n0.086 0.077 -0.993n0.055 -0.144 -0.988n-0.052 -0.141 -0.989n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i6] size [200] data [v-0.849 0.489 -0.818v0.018 0.868 -0.917v0.852 0.489 -0.816v-0.003 0.517 0.726v-0.511 1.487 -0.728v0.54 1.487 -0.715v0.853 1.487 -0.124v-0.849 1.487 -0.145v0.005 1.443 -0.687v0.288 2.169 -0.628v-0.269 2.169 -0.653v0.01 0.57 -0.874v1.375 0.51 0.005v-1.423 0.517 -0.006v-0.264 0.59 -0.649v-0.264 -0.04 -0.408v0.246 0.59 -0.649v-0.472 0.59 -0.288v0.038 0.59 -0.288v-0.056 0.59 -0.288v0.454 0.59 -0.288v0.246 -0.027 -0.408v0.292 1.612 -0.848v0.232 1.895 -0.848v0.351 1.895 -0.848v-0.27 1.612 -0.848v-0.21 1.895 -0.848v-0.329 1.895 -0.848v-0.739 -0.036 -0.029v0.715 -0.024 -0.028v n-0.831 -0.31 0.461n-0.175 0.148 -0.973n0.189 0.157 -0.969n0.825 -0.322 0.464n-0.82 0.321 -0.474n0.012 0.302 -0.953n0.841 0.308 -0.445n0.535 0.165 0.829n-0.552 0.149 0.82n-0.009 0.663 0.748n0.001 0.997 -0.08n0.825 0.36 -0.436n-0.814 0.34 -0.471n0.001 -0.575 -0.818n0.391 -0.53 0.753n-0.392 -0.517 0.76n0 -1 0n-0.851 -0.187 -0.491n-0.85 -0.191 -0.491n0 -0.187 0.982n0 1 0n0 -0.191 0.982n0.851 -0.187 -0.491n0.85 -0.191 -0.491n-0.006 1 -0.021n-0.586 -0.71 -0.39n0.78 -0.465 -0.419n0.013 1 -0.025n0.597 -0.715 -0.362n-0.786 -0.446 -0.428n-0.061 0.104 -0.993n0.086 0.078 -0.993n0.054 -0.145 -0.988n-0.05 -0.142 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i7] size [200] data [v-0.833 0.496 -0.815v0.018 0.86 -0.91v0.836 0.496 -0.813v-0.003 0.516 0.726v-0.511 1.465 -0.728v0.54 1.465 -0.715v0.853 1.465 -0.124v-0.849 1.465 -0.145v0.005 1.422 -0.687v0.288 2.133 -0.628v-0.269 2.133 -0.653v0.009 0.576 -0.868v1.375 0.509 0.005v-1.423 0.516 -0.006v-0.264 0.588 -0.649v-0.264 -0.029 -0.408v0.246 0.588 -0.649v-0.472 0.588 -0.288v0.038 0.588 -0.288v-0.056 0.588 -0.288v0.454 0.588 -0.288v0.246 -0.016 -0.408v0.292 1.588 -0.848v0.232 1.865 -0.848v0.351 1.865 -0.848v-0.27 1.588 -0.848v-0.21 1.865 -0.848v-0.329 1.865 -0.848v-0.739 -0.024 -0.029v0.715 -0.014 -0.028v n-0.831 -0.326 0.451n-0.171 0.145 -0.975n0.184 0.154 -0.971n0.825 -0.337 0.454n-0.821 0.315 -0.475n0.012 0.298 -0.954n0.843 0.302 -0.446n0.534 0.168 0.829n-0.552 0.153 0.82n-0.009 0.672 0.741n0.001 0.997 -0.078n0.822 0.366 -0.435n-0.812 0.347 -0.47n0.001 -0.558 -0.83n0.389 -0.538 0.748n-0.39 -0.526 0.756n0 -1 0n-0.85 -0.191 -0.491n-0.849 -0.195 -0.49n0 -0.191 0.982n0 1 0n0 -0.195 0.981n0.85 -0.191 -0.491n0.849 -0.195 -0.49n-0.002 1 -0.014n-0.576 -0.712 -0.403n0.775 -0.48 -0.411n0.009 1 -0.018n0.587 -0.717 -0.376n-0.782 -0.461 -0.42n-0.061 0.106 -0.992n0.086 0.079 -0.993n0.051 -0.148 -0.988n-0.048 -0.145 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i8] size [200] data [v-0.813 0.505 -0.812v0.017 0.851 -0.902v0.816 0.505 -0.81v-0.003 0.515 0.726v-0.511 1.439 -0.728v0.54 1.439 -0.715v0.853 1.439 -0.124v-0.849 1.439 -0.145v0.005 1.397 -0.687v0.288 2.089 -0.628v-0.269 2.089 -0.653v0.009 0.584 -0.861v1.375 0.508 0.005v-1.423 0.515 -0.006v-0.264 0.585 -0.649v-0.264 -0.015 -0.408v0.246 0.585 -0.649v-0.472 0.585 -0.288v0.038 0.585 -0.288v-0.056 0.585 -0.288v0.454 0.585 -0.288v0.246 -0.003 -0.408v0.292 1.558 -0.848v0.232 1.828 -0.848v0.351 1.828 -0.848v-0.27 1.558 -0.848v-0.21 1.828 -0.848v-0.329 1.828 -0.848v-0.739 -0.011 -0.029v0.715 -0.001 -0.028v n-0.83 -0.345 0.439n-0.165 0.141 -0.976n0.178 0.151 -0.972n0.823 -0.356 0.442n-0.823 0.309 -0.476n0.012 0.293 -0.956n0.845 0.295 -0.447n0.534 0.172 0.828n-0.552 0.157 0.819n-0.009 0.681 0.732n0.001 0.997 -0.076n0.819 0.375 -0.434n-0.809 0.355 -0.468n0.001 -0.537 -0.844n0.386 -0.548 0.742n-0.387 -0.536 0.75n0 -1 0n-0.849 -0.196 -0.49n-0.848 -0.2 -0.49n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.849 -0.196 -0.49n0.849 -0.2 -0.49n0.002 1 -0.006n-0.563 -0.714 -0.417n0.769 -0.498 -0.401n0.005 1 -0.009n0.574 -0.719 -0.391n-0.776 -0.479 -0.411n-0.061 0.109 -0.992n0.086 0.082 -0.993n0.048 -0.152 -0.987n-0.045 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3i9] size [200] data [v-0.797 0.511 -0.809v0.016 0.843 -0.895v0.799 0.511 -0.807v-0.003 0.514 0.726v-0.511 1.418 -0.728v0.54 1.418 -0.715v0.853 1.418 -0.124v-0.849 1.418 -0.145v0.005 1.377 -0.687v0.288 2.053 -0.628v-0.269 2.053 -0.653v0.009 0.59 -0.855v1.375 0.508 0.005v-1.423 0.514 -0.006v-0.264 0.582 -0.649v-0.264 -0.004 -0.408v0.246 0.582 -0.649v-0.472 0.582 -0.288v0.038 0.582 -0.288v-0.056 0.582 -0.288v0.454 0.582 -0.288v0.246 0.008 -0.408v0.292 1.534 -0.848v0.232 1.798 -0.848v0.351 1.798 -0.848v-0.27 1.534 -0.848v-0.21 1.798 -0.848v-0.329 1.798 -0.848v-0.739 0 -0.029v0.715 0.01 -0.028v n-0.828 -0.361 0.429n-0.16 0.138 -0.977n0.172 0.148 -0.974n0.822 -0.373 0.431n-0.825 0.303 -0.477n0.012 0.289 -0.957n0.846 0.288 -0.448n0.533 0.176 0.827n-0.551 0.16 0.819n-0.009 0.69 0.724n0.001 0.997 -0.074n0.817 0.382 -0.432n-0.807 0.362 -0.467n0.001 -0.518 -0.856n0.383 -0.557 0.737n-0.385 -0.545 0.745n0 -1 0n-0.848 -0.201 -0.49n-0.848 -0.205 -0.489n0 -0.201 0.98n0 1 0n0 -0.205 0.979n0.848 -0.201 -0.49n0.848 -0.205 -0.489n0.005 1 0.001n-0.552 -0.715 -0.428n0.763 -0.513 -0.393n0.001 1 -0.003n0.564 -0.721 -0.403n-0.77 -0.495 -0.403n-0.061 0.111 -0.992n0.086 0.083 -0.993n0.045 -0.155 -0.987n-0.042 -0.153 -0.987n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nset [&boss_3_prepjump v] to (*model_id)\nLoad model [3p0] size [200] data [v-0.813 0.505 -0.812v0.017 0.851 -0.902v0.816 0.505 -0.81v-0.003 0.515 0.726v-0.511 1.439 -0.728v0.54 1.439 -0.715v0.853 1.439 -0.124v-0.849 1.439 -0.145v0.005 1.397 -0.687v0.288 2.089 -0.628v-0.269 2.089 -0.653v0.009 0.584 -0.861v1.375 0.508 0.005v-1.423 0.515 -0.006v-0.264 0.585 -0.649v-0.264 -0.015 -0.408v0.246 0.585 -0.649v-0.472 0.585 -0.288v0.038 0.585 -0.288v-0.056 0.585 -0.288v0.454 0.585 -0.288v0.246 -0.003 -0.408v0.292 1.558 -0.848v0.232 1.828 -0.848v0.351 1.828 -0.848v-0.27 1.558 -0.848v-0.21 1.828 -0.848v-0.329 1.828 -0.848v-0.739 -0.011 -0.029v0.715 -0.001 -0.028v n-0.83 -0.345 0.439n-0.165 0.141 -0.976n0.178 0.151 -0.972n0.823 -0.356 0.442n-0.823 0.309 -0.476n0.012 0.293 -0.956n0.845 0.295 -0.447n0.534 0.172 0.828n-0.552 0.157 0.819n-0.009 0.681 0.732n0.001 0.997 -0.076n0.819 0.375 -0.434n-0.809 0.355 -0.468n0.001 -0.537 -0.844n0.386 -0.548 0.742n-0.387 -0.536 0.75n0 -1 0n-0.849 -0.196 -0.49n-0.848 -0.2 -0.49n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.849 -0.196 -0.49n0.849 -0.2 -0.49n0.002 1 -0.006n-0.563 -0.714 -0.417n0.769 -0.498 -0.401n0.005 1 -0.009n0.574 -0.719 -0.391n-0.776 -0.479 -0.411n-0.061 0.109 -0.992n0.086 0.082 -0.993n0.048 -0.152 -0.987n-0.045 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p1] size [200] data [v-0.833 0.505 -0.812v0.017 0.851 -0.902v0.835 0.505 -0.81v-0.004 0.515 0.726v-0.524 1.439 -0.728v0.553 1.439 -0.715v0.873 1.439 -0.124v-0.869 1.439 -0.145v0.006 1.397 -0.687v0.295 2.089 -0.628v-0.276 2.089 -0.653v0.009 0.584 -0.861v1.407 0.508 0.005v-1.456 0.515 -0.006v-0.27 0.585 -0.649v-0.27 -0.015 -0.408v0.252 0.585 -0.649v-0.483 0.585 -0.288v0.039 0.585 -0.288v-0.057 0.585 -0.288v0.465 0.585 -0.288v0.252 -0.003 -0.408v0.299 1.558 -0.848v0.238 1.828 -0.848v0.36 1.828 -0.848v-0.276 1.558 -0.848v-0.215 1.828 -0.848v-0.337 1.828 -0.848v-0.756 -0.011 -0.029v0.732 -0.001 -0.028v n-0.823 -0.35 0.446n-0.161 0.141 -0.977n0.174 0.151 -0.973n0.817 -0.362 0.449n-0.817 0.314 -0.484n0.011 0.293 -0.956n0.839 0.3 -0.454n0.525 0.174 0.833n-0.543 0.158 0.825n-0.009 0.681 0.732n0.001 0.997 -0.076n0.813 0.381 -0.44n-0.803 0.36 -0.475n0.001 -0.537 -0.844n0.378 -0.55 0.745n-0.379 -0.538 0.753n0 -1 0n-0.844 -0.199 -0.499n-0.843 -0.204 -0.498n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.844 -0.199 -0.499n0.843 -0.204 -0.498n0.002 1 -0.006n-0.554 -0.719 -0.42n0.761 -0.505 -0.407n0.005 1 -0.009n0.565 -0.725 -0.394n-0.768 -0.486 -0.416n-0.059 0.109 -0.992n0.084 0.082 -0.993n0.047 -0.152 -0.987n-0.044 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p2] size [200] data [v-0.879 0.505 -0.812v0.018 0.851 -0.902v0.882 0.505 -0.81v-0.004 0.515 0.726v-0.553 1.439 -0.728v0.583 1.439 -0.715v0.921 1.439 -0.124v-0.917 1.439 -0.145v0.006 1.397 -0.687v0.312 2.089 -0.628v-0.291 2.089 -0.653v0.01 0.584 -0.861v1.485 0.508 0.005v-1.537 0.515 -0.006v-0.285 0.585 -0.649v-0.285 -0.015 -0.408v0.266 0.585 -0.649v-0.51 0.585 -0.288v0.041 0.585 -0.288v-0.06 0.585 -0.288v0.49 0.585 -0.288v0.266 -0.003 -0.408v0.315 1.558 -0.848v0.251 1.828 -0.848v0.38 1.828 -0.848v-0.291 1.558 -0.848v-0.227 1.828 -0.848v-0.356 1.828 -0.848v-0.798 -0.011 -0.029v0.772 -0.001 -0.028v n-0.809 -0.363 0.463n-0.153 0.141 -0.978n0.165 0.151 -0.975n0.802 -0.375 0.465n-0.802 0.325 -0.501n0.011 0.293 -0.956n0.825 0.311 -0.472n0.504 0.176 0.845n-0.522 0.16 0.838n-0.008 0.681 0.732n0.001 0.997 -0.076n0.798 0.394 -0.456n-0.787 0.373 -0.492n0.001 -0.537 -0.844n0.361 -0.554 0.75n-0.362 -0.542 0.758n0 -1 0n-0.83 -0.207 -0.518n-0.829 -0.211 -0.517n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.83 -0.207 -0.518n0.829 -0.211 -0.517n0.002 1 -0.006n-0.533 -0.73 -0.427n0.744 -0.52 -0.42n0.005 1 -0.009n0.545 -0.737 -0.4n-0.751 -0.501 -0.43n-0.056 0.109 -0.992n0.079 0.082 -0.993n0.045 -0.152 -0.987n-0.041 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p3] size [200] data [v-0.933 0.505 -0.812v0.02 0.851 -0.902v0.937 0.505 -0.81v-0.004 0.515 0.726v-0.587 1.439 -0.728v0.62 1.439 -0.715v0.979 1.439 -0.124v-0.974 1.439 -0.145v0.006 1.397 -0.687v0.331 2.089 -0.628v-0.309 2.089 -0.653v0.01 0.584 -0.861v1.578 0.508 0.005v-1.633 0.515 -0.006v-0.303 0.585 -0.649v-0.303 -0.015 -0.408v0.282 0.585 -0.649v-0.541 0.585 -0.288v0.044 0.585 -0.288v-0.064 0.585 -0.288v0.521 0.585 -0.288v0.282 -0.003 -0.408v0.335 1.558 -0.848v0.267 1.828 -0.848v0.403 1.828 -0.848v-0.309 1.558 -0.848v-0.241 1.828 -0.848v-0.378 1.828 -0.848v-0.848 -0.011 -0.029v0.82 -0.001 -0.028v n-0.791 -0.378 0.481n-0.144 0.142 -0.979n0.156 0.152 -0.976n0.784 -0.39 0.483n-0.784 0.338 -0.521n0.01 0.293 -0.956n0.809 0.324 -0.491n0.482 0.179 0.858n-0.499 0.163 0.851n-0.008 0.681 0.732n0.001 0.997 -0.076n0.78 0.41 -0.474n-0.768 0.387 -0.51n0.001 -0.537 -0.844n0.342 -0.558 0.756n-0.344 -0.546 0.764n0 -1 0n-0.814 -0.216 -0.539n-0.813 -0.22 -0.539n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.814 -0.216 -0.539n0.813 -0.22 -0.539n0.002 1 -0.006n-0.51 -0.742 -0.434n0.723 -0.537 -0.434n0.004 1 -0.009n0.522 -0.75 -0.407n-0.731 -0.518 -0.444n-0.053 0.109 -0.993n0.075 0.082 -0.994n0.042 -0.152 -0.987n-0.039 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p4] size [200] data [v-0.979 0.505 -0.812v0.02 0.851 -0.902v0.983 0.505 -0.81v-0.004 0.515 0.726v-0.616 1.439 -0.728v0.65 1.439 -0.715v1.027 1.439 -0.124v-1.022 1.439 -0.145v0.006 1.397 -0.687v0.347 2.089 -0.628v-0.324 2.089 -0.653v0.011 0.584 -0.861v1.655 0.508 0.005v-1.713 0.515 -0.006v-0.318 0.585 -0.649v-0.318 -0.015 -0.408v0.296 0.585 -0.649v-0.568 0.585 -0.288v0.046 0.585 -0.288v-0.067 0.585 -0.288v0.547 0.585 -0.288v0.296 -0.003 -0.408v0.352 1.558 -0.848v0.28 1.828 -0.848v0.423 1.828 -0.848v-0.325 1.558 -0.848v-0.253 1.828 -0.848v-0.396 1.828 -0.848v-0.89 -0.011 -0.029v0.861 -0.001 -0.028v n-0.777 -0.389 0.495n-0.137 0.142 -0.98n0.148 0.152 -0.977n0.769 -0.401 0.497n-0.769 0.348 -0.536n0.01 0.293 -0.956n0.795 0.334 -0.507n0.464 0.181 0.867n-0.481 0.165 0.861n-0.007 0.681 0.732n0.001 0.997 -0.076n0.765 0.422 -0.487n-0.753 0.398 -0.524n0.001 -0.537 -0.844n0.328 -0.561 0.76n-0.329 -0.549 0.768n0 -1 0n-0.8 -0.223 -0.557n-0.799 -0.227 -0.556n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.8 -0.223 -0.557n0.8 -0.227 -0.556n0.002 1 -0.006n-0.492 -0.751 -0.439n0.707 -0.551 -0.444n0.004 1 -0.009n0.503 -0.759 -0.412n-0.714 -0.531 -0.455n-0.051 0.109 -0.993n0.071 0.082 -0.994n0.04 -0.152 -0.988n-0.037 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p5] size [200] data [v-0.999 0.505 -0.812v0.021 0.851 -0.902v1.002 0.505 -0.81v-0.004 0.515 0.726v-0.628 1.439 -0.728v0.663 1.439 -0.715v1.047 1.439 -0.124v-1.042 1.439 -0.145v0.007 1.397 -0.687v0.354 2.089 -0.628v-0.331 2.089 -0.653v0.011 0.584 -0.861v1.688 0.508 0.005v-1.747 0.515 -0.006v-0.324 0.585 -0.649v-0.324 -0.015 -0.408v0.302 0.585 -0.649v-0.579 0.585 -0.288v0.047 0.585 -0.288v-0.069 0.585 -0.288v0.557 0.585 -0.288v0.302 -0.003 -0.408v0.359 1.558 -0.848v0.285 1.828 -0.848v0.432 1.828 -0.848v-0.331 1.558 -0.848v-0.258 1.828 -0.848v-0.404 1.828 -0.848v-0.907 -0.011 -0.029v0.878 -0.001 -0.028v n-0.771 -0.393 0.501n-0.135 0.142 -0.981n0.146 0.152 -0.978n0.763 -0.406 0.503n-0.763 0.352 -0.542n0.01 0.293 -0.956n0.789 0.338 -0.513n0.457 0.181 0.871n-0.474 0.165 0.865n-0.007 0.681 0.732n0.001 0.997 -0.076n0.759 0.426 -0.493n-0.746 0.402 -0.53n0.001 -0.537 -0.844n0.322 -0.563 0.761n-0.323 -0.55 0.77n0 -1 0n-0.795 -0.225 -0.563n-0.794 -0.23 -0.563n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.795 -0.225 -0.563n0.794 -0.23 -0.563n0.002 1 -0.006n-0.485 -0.755 -0.441n0.7 -0.556 -0.449n0.004 1 -0.009n0.496 -0.763 -0.414n-0.707 -0.537 -0.46n-0.05 0.109 -0.993n0.07 0.082 -0.994n0.039 -0.152 -0.988n-0.036 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p6] size [200] data [v-0.979 0.505 -0.812v0.02 0.851 -0.902v0.983 0.505 -0.81v-0.004 0.515 0.726v-0.616 1.439 -0.728v0.65 1.439 -0.715v1.027 1.439 -0.124v-1.022 1.439 -0.145v0.006 1.397 -0.687v0.347 2.089 -0.628v-0.324 2.089 -0.653v0.011 0.584 -0.861v1.655 0.508 0.005v-1.713 0.515 -0.006v-0.318 0.585 -0.649v-0.318 -0.015 -0.408v0.296 0.585 -0.649v-0.568 0.585 -0.288v0.046 0.585 -0.288v-0.067 0.585 -0.288v0.547 0.585 -0.288v0.296 -0.003 -0.408v0.352 1.558 -0.848v0.28 1.828 -0.848v0.423 1.828 -0.848v-0.325 1.558 -0.848v-0.253 1.828 -0.848v-0.396 1.828 -0.848v-0.89 -0.011 -0.029v0.861 -0.001 -0.028v n-0.777 -0.389 0.495n-0.137 0.142 -0.98n0.148 0.152 -0.977n0.769 -0.401 0.497n-0.769 0.348 -0.536n0.01 0.293 -0.956n0.795 0.334 -0.507n0.464 0.181 0.867n-0.481 0.165 0.861n-0.007 0.681 0.732n0.001 0.997 -0.076n0.765 0.422 -0.487n-0.753 0.398 -0.524n0.001 -0.537 -0.844n0.328 -0.561 0.76n-0.329 -0.549 0.768n0 -1 0n-0.8 -0.223 -0.557n-0.799 -0.227 -0.556n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.8 -0.223 -0.557n0.8 -0.227 -0.556n0.002 1 -0.006n-0.492 -0.751 -0.439n0.707 -0.551 -0.444n0.004 1 -0.009n0.503 -0.759 -0.412n-0.714 -0.531 -0.455n-0.051 0.109 -0.993n0.071 0.082 -0.994n0.04 -0.152 -0.988n-0.037 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p7] size [200] data [v-0.933 0.505 -0.812v0.02 0.851 -0.902v0.937 0.505 -0.81v-0.004 0.515 0.726v-0.587 1.439 -0.728v0.62 1.439 -0.715v0.979 1.439 -0.124v-0.974 1.439 -0.145v0.006 1.397 -0.687v0.331 2.089 -0.628v-0.309 2.089 -0.653v0.01 0.584 -0.861v1.578 0.508 0.005v-1.633 0.515 -0.006v-0.303 0.585 -0.649v-0.303 -0.015 -0.408v0.282 0.585 -0.649v-0.541 0.585 -0.288v0.044 0.585 -0.288v-0.064 0.585 -0.288v0.521 0.585 -0.288v0.282 -0.003 -0.408v0.335 1.558 -0.848v0.267 1.828 -0.848v0.403 1.828 -0.848v-0.309 1.558 -0.848v-0.241 1.828 -0.848v-0.378 1.828 -0.848v-0.848 -0.011 -0.029v0.82 -0.001 -0.028v n-0.791 -0.378 0.481n-0.144 0.142 -0.979n0.156 0.152 -0.976n0.784 -0.39 0.483n-0.784 0.338 -0.521n0.01 0.293 -0.956n0.809 0.324 -0.491n0.482 0.179 0.858n-0.499 0.163 0.851n-0.008 0.681 0.732n0.001 0.997 -0.076n0.78 0.41 -0.474n-0.768 0.387 -0.51n0.001 -0.537 -0.844n0.342 -0.558 0.756n-0.344 -0.546 0.764n0 -1 0n-0.814 -0.216 -0.539n-0.813 -0.22 -0.539n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.814 -0.216 -0.539n0.813 -0.22 -0.539n0.002 1 -0.006n-0.51 -0.742 -0.434n0.723 -0.537 -0.434n0.004 1 -0.009n0.522 -0.75 -0.407n-0.731 -0.518 -0.444n-0.053 0.109 -0.993n0.075 0.082 -0.994n0.042 -0.152 -0.987n-0.039 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p8] size [200] data [v-0.879 0.505 -0.812v0.018 0.851 -0.902v0.882 0.505 -0.81v-0.004 0.515 0.726v-0.553 1.439 -0.728v0.583 1.439 -0.715v0.921 1.439 -0.124v-0.917 1.439 -0.145v0.006 1.397 -0.687v0.312 2.089 -0.628v-0.291 2.089 -0.653v0.01 0.584 -0.861v1.485 0.508 0.005v-1.537 0.515 -0.006v-0.285 0.585 -0.649v-0.285 -0.015 -0.408v0.266 0.585 -0.649v-0.51 0.585 -0.288v0.041 0.585 -0.288v-0.06 0.585 -0.288v0.49 0.585 -0.288v0.266 -0.003 -0.408v0.315 1.558 -0.848v0.251 1.828 -0.848v0.38 1.828 -0.848v-0.291 1.558 -0.848v-0.227 1.828 -0.848v-0.356 1.828 -0.848v-0.798 -0.011 -0.029v0.772 -0.001 -0.028v n-0.809 -0.363 0.463n-0.153 0.141 -0.978n0.165 0.151 -0.975n0.802 -0.375 0.465n-0.802 0.325 -0.501n0.011 0.293 -0.956n0.825 0.311 -0.472n0.504 0.176 0.845n-0.522 0.16 0.838n-0.008 0.681 0.732n0.001 0.997 -0.076n0.798 0.394 -0.456n-0.787 0.373 -0.492n0.001 -0.537 -0.844n0.361 -0.554 0.75n-0.362 -0.542 0.758n0 -1 0n-0.83 -0.207 -0.518n-0.829 -0.211 -0.517n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.83 -0.207 -0.518n0.829 -0.211 -0.517n0.002 1 -0.006n-0.533 -0.73 -0.427n0.744 -0.52 -0.42n0.005 1 -0.009n0.545 -0.737 -0.4n-0.751 -0.501 -0.43n-0.056 0.109 -0.992n0.079 0.082 -0.993n0.045 -0.152 -0.987n-0.041 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3p9] size [200] data [v-0.833 0.505 -0.812v0.017 0.851 -0.902v0.835 0.505 -0.81v-0.004 0.515 0.726v-0.524 1.439 -0.728v0.553 1.439 -0.715v0.873 1.439 -0.124v-0.869 1.439 -0.145v0.006 1.397 -0.687v0.295 2.089 -0.628v-0.276 2.089 -0.653v0.009 0.584 -0.861v1.407 0.508 0.005v-1.456 0.515 -0.006v-0.27 0.585 -0.649v-0.27 -0.015 -0.408v0.252 0.585 -0.649v-0.483 0.585 -0.288v0.039 0.585 -0.288v-0.057 0.585 -0.288v0.465 0.585 -0.288v0.252 -0.003 -0.408v0.299 1.558 -0.848v0.238 1.828 -0.848v0.36 1.828 -0.848v-0.276 1.558 -0.848v-0.215 1.828 -0.848v-0.337 1.828 -0.848v-0.756 -0.011 -0.029v0.732 -0.001 -0.028v n-0.823 -0.35 0.446n-0.161 0.141 -0.977n0.174 0.151 -0.973n0.817 -0.362 0.449n-0.817 0.314 -0.484n0.011 0.293 -0.956n0.839 0.3 -0.454n0.525 0.174 0.833n-0.543 0.158 0.825n-0.009 0.681 0.732n0.001 0.997 -0.076n0.813 0.381 -0.44n-0.803 0.36 -0.475n0.001 -0.537 -0.844n0.378 -0.55 0.745n-0.379 -0.538 0.753n0 -1 0n-0.844 -0.199 -0.499n-0.843 -0.204 -0.498n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.844 -0.199 -0.499n0.843 -0.204 -0.498n0.002 1 -0.006n-0.554 -0.719 -0.42n0.761 -0.505 -0.407n0.005 1 -0.009n0.565 -0.725 -0.394n-0.768 -0.486 -0.416n-0.059 0.109 -0.992n0.084 0.082 -0.993n0.047 -0.152 -0.987n-0.044 -0.149 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nset [&boss_3_jumpin v] to (*model_id)\nLoad model [3j1] size [200] data [v-0.992 0.493 -0.812v0.021 0.842 -0.905v0.996 0.493 -0.81v-0.004 0.517 0.726v-0.624 1.432 -0.737v0.659 1.432 -0.724v1.04 1.438 -0.133v-1.036 1.438 -0.154v0.007 1.391 -0.695v0.352 2.083 -0.644v-0.329 2.083 -0.669v0.011 0.576 -0.862v1.677 0.497 0.005v-1.736 0.504 -0.007v-0.322 0.582 -0.649v-0.322 -0.02 -0.414v0.3 0.582 -0.649v-0.576 0.579 -0.289v0.046 0.579 -0.289v-0.068 0.579 -0.289v0.554 0.579 -0.289v0.3 -0.007 -0.414v0.356 1.55 -0.858v0.284 1.82 -0.861v0.429 1.82 -0.861v-0.329 1.55 -0.858v-0.256 1.82 -0.861v-0.402 1.82 -0.861v-0.901 -0.034 -0.025v0.872 -0.023 -0.024v n-0.773 -0.386 0.503n-0.136 0.132 -0.982n0.147 0.142 -0.979n0.766 -0.398 0.505n-0.766 0.344 -0.544n0.01 0.284 -0.959n0.791 0.331 -0.514n0.459 0.189 0.868n-0.477 0.173 0.862n-0.007 0.686 0.727n0.001 0.996 -0.085n0.761 0.42 -0.495n-0.749 0.396 -0.532n0.001 -0.526 -0.85n0.325 -0.545 0.773n-0.326 -0.532 0.781n0 -1 -0.008n-0.796 -0.22 -0.563n-0.796 -0.225 -0.562n0 -0.203 0.979n0 1 0.008n0 -0.207 0.978n0.797 -0.22 -0.563n0.796 -0.225 -0.562n0.007 1 -0.011n-0.492 -0.749 -0.444n0.709 -0.546 -0.447n-0.001 1 -0.014n0.503 -0.756 -0.418n-0.716 -0.526 -0.458n-0.05 0.099 -0.994n0.07 0.072 -0.995n0.039 -0.161 -0.986n-0.036 -0.159 -0.987n0 -0.01 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3j3] size [200] data [v-0.95 0.417 -0.811v0.02 0.783 -0.927v0.953 0.417 -0.809v-0.004 0.527 0.727v-0.597 1.383 -0.797v0.63 1.384 -0.784v0.996 1.428 -0.195v-0.991 1.426 -0.215v0.006 1.344 -0.753v0.337 2.038 -0.745v-0.315 2.036 -0.771v0.011 0.52 -0.866v1.605 0.423 0.009v-1.661 0.431 -0.003v-0.308 0.564 -0.654v-0.308 -0.05 -0.448v0.287 0.564 -0.654v-0.551 0.541 -0.295v0.044 0.541 -0.295v-0.065 0.541 -0.295v0.53 0.541 -0.295v0.287 -0.038 -0.448v0.341 1.493 -0.926v0.271 1.762 -0.945v0.41 1.762 -0.945v-0.315 1.493 -0.926v-0.245 1.762 -0.945v-0.384 1.762 -0.945v-0.863 -0.184 0.02v0.834 -0.172 0.02v n-0.792 -0.334 0.511n-0.143 0.067 -0.987n0.155 0.077 -0.985n0.785 -0.345 0.514n-0.781 0.293 -0.551n0.01 0.222 -0.975n0.806 0.282 -0.52n0.476 0.243 0.846n-0.493 0.226 0.84n-0.008 0.719 0.695n0.001 0.989 -0.149n0.774 0.377 -0.508n-0.763 0.352 -0.543n0.001 -0.481 -0.877n0.344 -0.431 0.834n-0.345 -0.418 0.84n0 -0.998 -0.065n-0.808 -0.187 -0.558n-0.808 -0.192 -0.558n0 -0.252 0.968n0 0.998 0.065n0 -0.256 0.967n0.809 -0.187 -0.558n0.808 -0.192 -0.558n0.045 0.998 -0.044n-0.534 -0.711 -0.458n0.759 -0.487 -0.432n-0.036 0.998 -0.049n0.548 -0.717 -0.431n-0.764 -0.469 -0.442n-0.052 0.035 -0.998n0.073 0.008 -0.997n0.035 -0.224 -0.974n-0.032 -0.222 -0.974n0 -0.074 -0.997 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3j5] size [200] data [v-0.885 0.301 -0.797v0.019 0.691 -0.952v0.888 0.301 -0.794v-0.004 0.544 0.731v-0.557 1.301 -0.881v0.587 1.303 -0.868v0.928 1.404 -0.286v-0.923 1.401 -0.307v0.006 1.267 -0.833v0.314 1.958 -0.894v-0.293 1.954 -0.919v0.01 0.435 -0.866v1.496 0.314 0.034v-1.548 0.322 0.021v-0.287 0.536 -0.657v-0.287 -0.093 -0.498v0.268 0.536 -0.657v-0.513 0.482 -0.3v0.041 0.482 -0.3v-0.061 0.482 -0.3v0.494 0.482 -0.3v0.268 -0.081 -0.497v0.318 1.398 -1.02v0.253 1.663 -1.066v0.382 1.663 -1.066v-0.293 1.398 -1.02v-0.229 1.663 -1.066v-0.358 1.663 -1.066v-0.804 -0.402 0.123v0.778 -0.388 0.121v n-0.819 -0.257 0.513n-0.156 -0.032 -0.987n0.169 -0.022 -0.985n0.813 -0.268 0.518n-0.805 0.218 -0.552n0.011 0.126 -0.992n0.828 0.21 -0.52n0.502 0.318 0.804n-0.519 0.301 0.8n-0.008 0.767 0.641n0.001 0.97 -0.245n0.796 0.312 -0.519n-0.785 0.285 -0.551n0.001 -0.467 -0.884n0.372 -0.27 0.888n-0.373 -0.258 0.891n0 -0.988 -0.152n-0.827 -0.137 -0.545n-0.826 -0.142 -0.545n0 -0.326 0.945n0 0.989 0.152n0 -0.33 0.944n0.827 -0.137 -0.545n0.826 -0.142 -0.545n0.108 0.99 -0.094n-0.586 -0.668 -0.459n0.81 -0.429 -0.399n-0.095 0.99 -0.102n0.603 -0.671 -0.432n-0.813 -0.414 -0.409n-0.056 -0.062 -0.996n0.079 -0.089 -0.993n0.029 -0.318 -0.948n-0.026 -0.317 -0.948n0 -0.171 -0.985 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3j7] size [200] data [v-0.82 0.188 -0.768v0.017 0.598 -0.968v0.823 0.189 -0.765v-0.003 0.562 0.739v-0.516 1.211 -0.957v0.545 1.215 -0.944v0.86 1.372 -0.375v-0.856 1.366 -0.395v0.005 1.182 -0.906v0.291 1.864 -1.034v-0.272 1.857 -1.058v0.009 0.351 -0.858v1.386 0.21 0.08v-1.435 0.218 0.066v-0.266 0.508 -0.654v-0.266 -0.132 -0.544v0.248 0.508 -0.654v-0.476 0.423 -0.302v0.038 0.423 -0.302v-0.056 0.423 -0.302v0.458 0.423 -0.302v0.248 -0.119 -0.541v0.295 1.294 -1.105v0.234 1.554 -1.176v0.355 1.554 -1.176v-0.272 1.294 -1.105v-0.212 1.554 -1.176v-0.332 1.554 -1.176v-0.745 -0.604 0.269v0.721 -0.588 0.265v n-0.844 -0.185 0.503n-0.17 -0.13 -0.977n0.185 -0.12 -0.975n0.839 -0.194 0.509n-0.828 0.146 -0.541n0.012 0.029 -0.999n0.849 0.142 -0.509n0.531 0.387 0.754n-0.548 0.37 0.75n-0.009 0.812 0.583n0.001 0.941 -0.338n0.817 0.248 -0.521n-0.807 0.219 -0.549n0.001 -0.49 -0.872n0.4 -0.123 0.909n-0.4 -0.112 0.91n0 -0.972 -0.236n-0.846 -0.091 -0.525n-0.845 -0.095 -0.526n0 -0.4 0.916n0 0.972 0.236n0 -0.404 0.915n0.846 -0.091 -0.525n0.845 -0.095 -0.526n0.178 0.974 -0.143n-0.63 -0.638 -0.442n0.846 -0.392 -0.361n-0.162 0.975 -0.154n0.649 -0.637 -0.416n-0.847 -0.381 -0.371n-0.06 -0.159 -0.985n0.085 -0.186 -0.979n0.022 -0.409 -0.912n-0.019 -0.408 -0.913n0 -0.266 -0.964 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3j9] size [200] data [v-0.778 0.116 -0.741v0.016 0.535 -0.974v0.78 0.117 -0.738v-0.003 0.575 0.746v-0.489 1.148 -1.002v0.516 1.152 -0.99v0.815 1.346 -0.432v-0.811 1.339 -0.451v0.005 1.122 -0.949v0.276 1.795 -1.121v-0.258 1.786 -1.145v0.009 0.296 -0.848v1.314 0.146 0.122v-1.36 0.154 0.107v-0.252 0.489 -0.649v-0.252 -0.154 -0.571v0.235 0.489 -0.649v-0.451 0.384 -0.301v0.036 0.384 -0.301v-0.053 0.384 -0.301v0.434 0.384 -0.301v0.235 -0.142 -0.568v0.279 1.221 -1.155v0.222 1.476 -1.243v0.336 1.476 -1.243v-0.258 1.221 -1.155v-0.201 1.476 -1.243v-0.315 1.476 -1.243v-0.706 -0.726 0.387v0.683 -0.709 0.382v n-0.86 -0.14 0.491n-0.181 -0.194 -0.964n0.196 -0.184 -0.963n0.855 -0.148 0.497n-0.843 0.102 -0.528n0.012 -0.036 -0.999n0.862 0.099 -0.496n0.551 0.428 0.716n-0.569 0.411 0.713n-0.01 0.84 0.543n0.001 0.917 -0.398n0.831 0.206 -0.516n-0.822 0.177 -0.542n0.001 -0.516 -0.856n0.419 -0.033 0.907n-0.42 -0.023 0.907n0 -0.957 -0.288n-0.859 -0.062 -0.508n-0.858 -0.066 -0.509n0 -0.448 0.894n0 0.958 0.288n0 -0.452 0.892n0.859 -0.062 -0.508n0.858 -0.066 -0.509n0.229 0.958 -0.175n-0.657 -0.623 -0.424n0.865 -0.375 -0.335n-0.21 0.96 -0.187n0.676 -0.62 -0.398n-0.865 -0.365 -0.344n-0.064 -0.222 -0.973n0.089 -0.248 -0.965n0.017 -0.467 -0.884n-0.014 -0.466 -0.885n0 -0.327 -0.945 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nset [&boss_3_mouthopen v] to (*model_id)\nLoad model [3m1] size [200] data [v-0.79 0.507 -0.808v0.016 0.84 -0.892v0.793 0.507 -0.806v-0.003 0.514 0.726v-0.511 1.41 -0.728v0.54 1.41 -0.715v0.853 1.41 -0.124v-0.849 1.41 -0.145v0.005 1.369 -0.687v0.288 2.04 -0.628v-0.269 2.04 -0.653v0.009 0.585 -0.853v1.375 0.507 0.005v-1.423 0.514 -0.006v-0.264 0.581 -0.649v-0.264 0 -0.408v0.246 0.581 -0.649v-0.472 0.581 -0.288v0.038 0.581 -0.288v-0.056 0.581 -0.288v0.454 0.581 -0.288v0.246 0.012 -0.408v0.292 1.526 -0.848v0.232 1.787 -0.848v0.351 1.787 -0.848v-0.27 1.526 -0.848v-0.21 1.787 -0.848v-0.329 1.787 -0.848v-0.739 0.004 -0.029v0.715 0.014 -0.028v n-0.827 -0.366 0.426n-0.158 0.136 -0.978n0.171 0.146 -0.974n0.821 -0.378 0.428n-0.826 0.297 -0.478n0.012 0.287 -0.958n0.848 0.282 -0.449n0.533 0.178 0.827n-0.551 0.161 0.819n-0.009 0.693 0.721n0.001 0.997 -0.073n0.816 0.385 -0.432n-0.806 0.365 -0.466n0.001 -0.514 -0.858n0.382 -0.56 0.735n-0.384 -0.548 0.744n0 -1 0n-0.848 -0.202 -0.49n-0.847 -0.206 -0.489n0 -0.202 0.979n0 1 0n0 -0.206 0.979n0.848 -0.202 -0.49n0.847 -0.206 -0.489n0.003 1 -0.003n-0.55 -0.717 -0.428n0.76 -0.522 -0.387n0.003 1 -0.006n0.561 -0.723 -0.403n-0.767 -0.504 -0.397n-0.061 0.112 -0.992n0.086 0.084 -0.993n0.045 -0.152 -0.987n-0.041 -0.15 -0.988n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3m3] size [200] data [v-0.79 0.46 -0.808v0.016 0.841 -0.892v0.793 0.46 -0.806v-0.003 0.514 0.726v-0.511 1.421 -0.728v0.54 1.421 -0.715v0.853 1.421 -0.124v-0.849 1.421 -0.145v0.005 1.38 -0.687v0.288 2.059 -0.628v-0.269 2.059 -0.653v0.009 0.531 -0.853v1.375 0.508 0.005v-1.423 0.514 -0.006v-0.264 0.583 -0.649v-0.264 -0.006 -0.408v0.246 0.583 -0.649v-0.472 0.583 -0.288v0.038 0.583 -0.288v-0.056 0.583 -0.288v0.454 0.583 -0.288v0.246 0.006 -0.408v0.292 1.538 -0.848v0.232 1.803 -0.848v0.351 1.803 -0.848v-0.27 1.538 -0.848v-0.21 1.803 -0.848v-0.329 1.803 -0.848v-0.739 -0.002 -0.029v0.715 0.008 -0.028v n-0.828 -0.352 0.437n-0.163 0.129 -0.978n0.176 0.138 -0.974n0.821 -0.363 0.44n-0.831 0.281 -0.48n0.012 0.282 -0.959n0.852 0.267 -0.451n0.534 0.176 0.827n-0.551 0.16 0.819n-0.009 0.688 0.726n0.001 0.997 -0.074n0.817 0.381 -0.432n-0.807 0.361 -0.467n0.001 -0.547 -0.837n0.383 -0.556 0.738n-0.385 -0.543 0.746n0 -1 0n-0.849 -0.2 -0.49n-0.848 -0.204 -0.489n0 -0.2 0.98n0 1 0n0 -0.204 0.979n0.849 -0.2 -0.49n0.848 -0.204 -0.489n-0.019 0.999 -0.045n-0.562 -0.727 -0.395n0.758 -0.538 -0.369n0.025 0.999 -0.048n0.573 -0.732 -0.368n-0.765 -0.52 -0.379n-0.061 0.111 -0.992n0.086 0.083 -0.993n0.049 -0.126 -0.991n-0.045 -0.124 -0.991n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3m5] size [200] data [v-0.79 0.387 -0.808v0.016 0.842 -0.892v0.793 0.387 -0.806v-0.003 0.515 0.726v-0.511 1.438 -0.728v0.54 1.438 -0.715v0.853 1.438 -0.124v-0.849 1.438 -0.145v0.005 1.396 -0.687v0.288 2.088 -0.628v-0.269 2.088 -0.653v0.009 0.448 -0.853v1.375 0.508 0.005v-1.423 0.515 -0.006v-0.264 0.585 -0.649v-0.264 -0.015 -0.408v0.246 0.585 -0.649v-0.472 0.585 -0.288v0.038 0.585 -0.288v-0.056 0.585 -0.288v0.454 0.585 -0.288v0.246 -0.002 -0.408v0.292 1.557 -0.848v0.232 1.827 -0.848v0.351 1.827 -0.848v-0.27 1.557 -0.848v-0.21 1.827 -0.848v-0.329 1.827 -0.848v-0.739 -0.011 -0.029v0.715 0 -0.028v n-0.828 -0.331 0.452n-0.17 0.12 -0.978n0.184 0.128 -0.975n0.822 -0.342 0.456n-0.836 0.258 -0.484n0.012 0.275 -0.961n0.857 0.245 -0.453n0.534 0.173 0.828n-0.552 0.157 0.819n-0.009 0.682 0.732n0.001 0.997 -0.076n0.819 0.375 -0.434n-0.809 0.355 -0.468n0.001 -0.606 -0.795n0.386 -0.549 0.742n-0.387 -0.536 0.75n0 -1 0n-0.849 -0.196 -0.49n-0.848 -0.2 -0.49n0 -0.196 0.981n0 1 0n0 -0.2 0.98n0.849 -0.196 -0.49n0.848 -0.2 -0.49n-0.053 0.993 -0.11n-0.58 -0.74 -0.34n0.752 -0.565 -0.339n0.058 0.992 -0.112n0.59 -0.745 -0.312n-0.76 -0.548 -0.349n-0.061 0.109 -0.992n0.086 0.082 -0.993n0.052 -0.099 -0.994n-0.049 -0.097 -0.994n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3m7] size [200] data [v-0.79 0.312 -0.808v0.016 0.843 -0.892v0.793 0.312 -0.806v-0.003 0.516 0.726v-0.511 1.456 -0.728v0.54 1.456 -0.715v0.853 1.456 -0.124v-0.849 1.456 -0.145v0.005 1.413 -0.687v0.288 2.116 -0.628v-0.269 2.116 -0.653v0.009 0.362 -0.853v1.375 0.509 0.005v-1.423 0.516 -0.006v-0.264 0.586 -0.649v-0.264 -0.024 -0.408v0.246 0.586 -0.649v-0.472 0.586 -0.288v0.038 0.586 -0.288v-0.056 0.586 -0.288v0.454 0.586 -0.288v0.246 -0.011 -0.408v0.292 1.577 -0.848v0.232 1.851 -0.848v0.351 1.851 -0.848v-0.27 1.577 -0.848v-0.21 1.851 -0.848v-0.329 1.851 -0.848v-0.739 -0.019 -0.029v0.715 -0.009 -0.028v n-0.828 -0.313 0.466n-0.176 0.111 -0.978n0.19 0.119 -0.974n0.821 -0.323 0.47n-0.841 0.239 -0.486n0.012 0.269 -0.963n0.861 0.226 -0.456n0.534 0.17 0.828n-0.552 0.154 0.82n-0.009 0.675 0.738n0.001 0.997 -0.077n0.821 0.37 -0.435n-0.811 0.35 -0.469n0.001 -0.677 -0.736n0.388 -0.542 0.746n-0.389 -0.529 0.754n0 -1 0n-0.85 -0.193 -0.491n-0.849 -0.197 -0.49n0 -0.193 0.981n0 1 0n0 -0.197 0.98n0.85 -0.193 -0.491n0.849 -0.197 -0.49n-0.087 0.981 -0.176n-0.597 -0.751 -0.28n0.744 -0.595 -0.302n0.091 0.98 -0.177n0.605 -0.756 -0.251n-0.753 -0.578 -0.314n-0.061 0.107 -0.992n0.086 0.08 -0.993n0.055 -0.082 -0.995n-0.051 -0.08 -0.995n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\nLoad model [3m9] size [200] data [v-0.79 0.261 -0.808v0.016 0.844 -0.892v0.793 0.261 -0.806v-0.003 0.516 0.726v-0.511 1.467 -0.728v0.54 1.467 -0.715v0.853 1.467 -0.124v-0.849 1.467 -0.145v0.005 1.424 -0.687v0.288 2.135 -0.628v-0.269 2.135 -0.653v0.009 0.304 -0.853v1.375 0.509 0.005v-1.423 0.516 -0.006v-0.264 0.588 -0.649v-0.264 -0.03 -0.408v0.246 0.588 -0.649v-0.472 0.588 -0.288v0.038 0.588 -0.288v-0.056 0.588 -0.288v0.454 0.588 -0.288v0.246 -0.016 -0.408v0.292 1.589 -0.848v0.232 1.867 -0.848v0.351 1.867 -0.848v-0.27 1.589 -0.848v-0.21 1.867 -0.848v-0.329 1.867 -0.848v-0.739 -0.025 -0.029v0.715 -0.014 -0.028v n-0.827 -0.301 0.474n-0.179 0.106 -0.978n0.194 0.114 -0.974n0.821 -0.311 0.479n-0.843 0.227 -0.488n0.012 0.265 -0.964n0.863 0.215 -0.457n0.534 0.168 0.829n-0.552 0.152 0.82n-0.009 0.671 0.741n0.001 0.997 -0.078n0.823 0.366 -0.435n-0.812 0.346 -0.47n0.001 -0.732 -0.682n0.389 -0.538 0.748n-0.39 -0.525 0.756n0 -1 0n-0.85 -0.191 -0.491n-0.849 -0.195 -0.49n0 -0.191 0.982n0 1 0n0 -0.195 0.981n0.85 -0.191 -0.491n0.849 -0.195 -0.49n-0.109 0.97 -0.219n-0.608 -0.758 -0.238n0.737 -0.617 -0.275n0.113 0.969 -0.22n0.614 -0.761 -0.208n-0.746 -0.601 -0.287n-0.061 0.106 -0.992n0.086 0.079 -0.993n0.056 -0.073 -0.996n-0.053 -0.071 -0.996n0 0 -1 ufff1 4 8 1f2 1 5 2f3 2 6 3f4 3 7 4f1 8 5 5f2 5 6 6f3 6 7 7f8 9 11 8f9 7 10 9f7 8 4 10f9 8 7 11f7 6 10 12f5 8 11 13f12 3 1 14f4 30 13 15f14 29 4 16f15 20 18 17f18 15 16 18f17 22 19 19f20 18 16 20f17 19 21 21f19 22 21 22f15 20 16 23f21 22 17 24f3 4 13 25f1 29 14 26f4 29 1 27f4 1 14 28f13 30 3 29f3 30 4 30uf6 9 10 31f9 5 11 32uf3 12 2 33f2 12 1 34uf24 25 23 35f27 26 28 35 ]\n\nwhen flag clicked\nhide\n\nwhen I receive [loadmeshes v]\nshow\nInit\nAdd All Meshes\nhide\nerase all\nSet Materials\nadd (~currentVertexCount) to [#vertexescount v]\nadd (~currentNormalCount) to [#normalscount v]\nadd (~currentFaceCount) to [#facescount v]\nadd (~currentMaterialCount) to [#materialcount v]\n\n@SkyBox\n\nwhen I receive [predraw v]\nDrawBackGround\n\nwhen I receive [engineinit v]\nhide\nset [color v] effect to (0)\nInit\nr [1.25] w [480] h [360]\n\ndefine s (x) (y) i <i>\nswitch costume to (small v)\nset size to (((480) / (~ImageHeight)) * ((200) * (~SkyBoxRatio))) %\nswitch costume to (full v)\nRotate: pivot [0] [0] point (x) (y)\npoint in direction ((90) - (@CameraRotateZ))\ngo to x: (~getX) y: (~getY)\nswitch costume to (small v)\nset size to (((480) / (~ImageHeight)) * ((101) * (~SkyBoxRatio))) %\nif <i> then\n    switch costume to (join (-SkyBoxName) [I])\nelse\n    switch costume to (join (-SkyBoxName) [R])\nend\nstamp\n\ndefine DrawBackGround\nset [~negativerotx v] to ((() - (@CameraRotateX)) mod (360))\nset [~valuex v] to ((~negativeRotX) / (360))\nset [~valuey v] to (((@CameraRotateY) mod (360)) / (360))\nif <(~negativeRotX) < [180]> then\n    s ((~valueY) * (~skyBoxRealWidth)) (((~valueX) + (-0.5)) * (~skyBoxRealHeight)) i \n    s (((~valueY) - (1)) * (~skyBoxRealWidth)) (((~valueX) + (-0.5)) * (~skyBoxRealHeight)) i \n    s ((~valueY) * (~skyBoxRealWidth)) ((~valueX) * (~skyBoxRealHeight)) i <>\n    s (((~valueY) - (1)) * (~skyBoxRealWidth)) ((~valueX) * (~skyBoxRealHeight)) i <>\n    stop [this script v]\nend\ns ((~valueY) * (~skyBoxRealWidth)) (((~valueX) + (-1)) * (~skyBoxRealHeight)) i <>\ns (((~valueY) - (1)) * (~skyBoxRealWidth)) (((~valueX) + (-1)) * (~skyBoxRealHeight)) i <>\ns ((~valueY) * (~skyBoxRealWidth)) (((~valueX) + (-0.5)) * (~skyBoxRealHeight)) i \ns (((~valueY) - (1)) * (~skyBoxRealWidth)) (((~valueX) + (-0.5)) * (~skyBoxRealHeight)) i \n\ndefine Rotate: pivot (x) (y) point (xr) (yr)\nset [~getx v] to ((x) + ((((xr) - (x)) * (#CamCosZ)) - (((yr) - (y)) * (#CamSinZ))))\nset [~gety v] to ((y) + ((((yr) - (y)) * (#CamCosZ)) + (((xr) - (x)) * (#CamSinZ))))\n\ndefine r (r) w (w) h (h)\nset [~imagewidth v] to (w)\nset [~imageheight v] to (h)\nset [~skyboxratio v] to (r)\nset [~skyboxrealwidth v] to (((w) * ((480) / (h))) * (r))\nset [~skyboxrealheight v] to ((960) * (r))\n\n@Data\n\nwhen I receive [engineinit v]\nInit\nOptions\nScenes\nTest\n\ndefine Init\ndelete all of [@startcamera v]\nrepeat (6)\n    add [0] to [@startcamera v]\nend\ndelete all of [-levelattributes v]\ndelete all of [#scenedata v]\ndelete all of [-levelattributesnames v]\nset [`numberofquads v] to [0]\nset [`triangledataperinst v] to [19]\nset [`trianglecollperinst v] to [6]\nset [^load_d_size v] to [12]\nset [`triangledistadd v] to [130]\nset [`linedistadd v] to [110]\nAdd Level Atribbutes names\nset [-numberoflevelattributes v] to (length of [-levelattributesnames v])\n\ndefine Options\nset [@lightambient v] to [20]\nset [@lightcontrast v] to [30]\nset [#maxdeltatime v] to [0.082]\nset [@focallength v] to [310]\nset [#mincameradist v] to [50]\nset [^gd_size v] to [12]\nset [^sd_size v] to [12]\nset [^td_size v] to [11]\nset [^ld_size v] to [8]\nset [^ad_size v] to [5]\nset [`maxmaterials v] to [10]\n\ndefine Scenes\nAdd Attributes to level - Level Type [1] music [1] light direction [-45]\nAdd Scene - name: [l1] data 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Attributes to level - Level Type [1] music [1] light direction [-45]\nAdd Scene - name: [l2] data 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Attributes to level - Level Type [1] music [2] light direction [-45]\nAdd Scene - name: [l3] data 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Attributes to level - Level Type [2] music [3] light direction [15]\nAdd Scene - name: [l4] data 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Attributes to level - Level Type [2] music [3] light direction [-45]\nAdd Scene - name: [l5] data 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Attributes to level - Level Type [2] music [4] light direction [-45]\nAdd Scene - name: [l6] data 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Attributes to level - Level Type [3] music [5] light direction [0]\nAdd Scene - name: [l7] data 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Attributes to level - Level Type [3] music [5] light direction [90]\nAdd Scene - name: [l8] data 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Attributes to level - Level Type [3] music [6] light direction [90]\nAdd Scene - name: [l9] data [0;0;600;10;10;00000000000000000000000000000000000000000000010101010101000000000101010101010000000001010101010100000000010101010101000000000101010101010000000001010101010100000000000000000000000000000000000000000000|~1353;990;1324;-20;-41;0;~boss3;0;36;10;36;|boss3;0;60;10;36;|boss3;0;84;10;36;|boss3;0;84;10;60;|boss3;0;84;10;84;|boss3;0;60;10;84;|boss3;0;36;10;84;|p;1;36;13;36;|boss3;0;36;10;60;|boss3;0;60;10;60;|boss3;1;60;10;60;|~r;48;20;84;48;10;84;1981470;30;0|r;72;20;84;72;10;84;1986570;30;0|r;84;20;72;84;10;72;675870;30;0|r;60;20;72;60;10;72;1984020;30;0|r;48;20;60;48;10;60;1336350;30;0|r;72;20;60;72;10;60;1984020;30;0|r;36;20;72;36;10;72;1320970;30;0|r;36;20;48;36;10;48;1984020;30;0|r;60;20;48;60;10;48;1986590;30;0|r;84;20;48;84;10;48;1328660;30;0|r;72;20;36;72;10;36;3294740;30;0|r;48;20;36;48;10;36;1986580;30;0|~~]\nAdd Attributes to level - Level Type [1] music [0] light direction [90]\nAdd Scene - name: [l10] data 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Add Scene - name: (name) data (data)\nadd (data) to [#scenedata v]\n\nwhen [t v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    replace item (-PlayerGameObjectID) of [@gameobjectx v] with (~testX)\n    replace item (-PlayerGameObjectID) of [@gameobjecty v] with (~testY)\n    replace item (-PlayerGameObjectID) of [@gameobjectz v] with (~testZ)\nend\n\nwhen [g v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    set [~testx v] to (item (-PlayerGameObjectID) of [@gameobjectx v])\n    set [~testy v] to (item (-PlayerGameObjectID) of [@gameobjecty v])\n    set [~testz v] to (item (-PlayerGameObjectID) of [@gameobjectz v])\nend\n\ndefine Add Attributes to level - Level Type (type) music (music) light direction (lightdir)\nadd (type) to [-levelattributes v]\nadd (music) to [-levelattributes v]\nadd (lightdir) to [-levelattributes v]\n\nwhen I receive [deletealldata v]\nDelete So Game Can Save\n\ndefine Delete So Game Can Save\ndelete all of [@startcamera v]\ndelete all of [-levelattributes v]\ndelete all of [#scenedata v]\ndelete all of [-levelattributesnames v]\n\ndefine Add Level Atribbutes names\nadd [type] to [-levelattributesnames v]\nadd [music] to [-levelattributesnames v]\nadd [lightDir] to [-levelattributesnames v]\n\n@UI\n\ndefine Mobile Controls\nif <(--MobileControls) = [1]> then\n    set pen color to (#9a9a9a)\n    set pen (transparency v) to (50)\n    set pen size to ((JoystickSize) * (2))\n    go to x: (JoystickCenterX) y: (JoystickCenterY)\n    pen down\n    pen up\n    set pen color to (#ffffff)\n    set pen (transparency v) to (50)\n    set pen size to (JoystickSize)\n    go to x: ((JoystickCenterX) + ((JoystickVx) * (JoystickSize))) y: ((JoystickCenterY) + ((JoystickVy) * (JoystickSize)))\n    pen down\n    pen up\n    set pen color to (#9a9a9a)\n    set pen (transparency v) to (60)\n    set pen size to ((JoystickSize) * (2))\n    go to x: (JumpCenterX) y: (JumpCenterY)\n    pen down\n    pen up\n    set [ghost v] effect to ((40) - (<($JumpPressed) > [0]> * (50)))\n    Draw Text [Jump] at (JumpCenterX) ((JumpCenterY) - (10)) size [1.5] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0.5]\n    if <(--PauseGame) = [0]> then\n        set pen color to (#860074)\n        set pen (transparency v) to (70)\n        set pen size to (0)\n        go to x: (-15) y: ((--CanvasSizeY) - (10))\n        pen down\n        set pen size to (20)\n        go to x: (15) y: ((--CanvasSizeY) - (10))\n        pen up\n        set pen color to (#ffffff)\n        set pen (transparency v) to (30)\n        set pen size to (0)\n        go to x: (-4) y: ((--CanvasSizeY) - (5))\n        pen down\n        set pen size to (4)\n        go to x: (-4) y: ((--CanvasSizeY) - (15))\n        pen up\n        set pen size to (0)\n        go to x: (4) y: ((--CanvasSizeY) - (5))\n        pen down\n        set pen size to (4)\n        go to x: (4) y: ((--CanvasSizeY) - (15))\n        pen up\n    end\nend\n\ndefine Draw Text (text) at (x) (y) size (size) color [0 <-> 200] (color) brightness [-100 <-> 100] (brightness) align (0 - 1) (align)\nset [~cc v] to [0]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nswitch costume to (a v)\nset size to ((100) * (size)) %\ngo to x: ((x) - (((length of (text)) * ((size) * (13))) * (align))) y: (y)\nrepeat (length of (text))\n    change [~cc v] by (1)\n    switch costume to (letter (~cc) of (text))\n    stamp\n    change x by ((size) * (13))\nend\n\nwhen I receive [postdraw v]\nDraw In game\n\ndefine Draw In game\nif <not <(-cameraTriggerState) = [-1]>> then\n    if <(-cameraTriggerState) < (-TriggerWait)> then\n        Draw Cutscene border ((48) * ((-cameraTriggerState) / (-TriggerWait)))\n    else\n        Draw Cutscene border [48]\n    end\nelse\n    if <not <(-CameraHasFocus) = [0]>> then\n        Draw Cutscene border ((48) * (-CameraFocusState))\n    else\n        if <(--DEBUG_MODE) = [1]> then\n            Reset\n            Stamp costume [frameFPS] at ((0) - (--CanvasSizeX)) (--CanvasSizeY) size [100]\n            Draw Text (join [FPS: ] (#FPS)) at ((2) - (--CanvasSizeX)) ((--CanvasSizeY) - (18)) size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\n        end\n        if <(-BossType) = [0]> then\n            Reset\n            Stamp costume [frameCoin] at (--CanvasSizeX) (--CanvasSizeY) size [100]\n            Draw Text (join (-CoinsScore) (join [/] (-MaxCoins))) at ((--CanvasSizeX) - (40)) ((--CanvasSizeY) - (24)) size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [1]\n            Reset\n            Stamp costume [c0] at ((--CanvasSizeX) - (20)) ((--CanvasSizeY) - (16)) size [8]\n            if <(-TimeTrialLevel) = [1]> then\n                Draw Time Trial Game\n            end\n        else\n            Draw Boss UI\n        end\n        Draw Sign Text\n    end\nend\nMobile Controls\nif <(-ResetMode) > [0]> then\n    if <(-ResetMode) = [1]> then\n        Draw Transition ((100) - (((100) / (-ResetLength)) * (-ResetState)))\n    else\n        Draw Transition (((100) / (-ResetLength)) * (-ResetState))\n    end\nend\nDraw Pause\nif <(-TransitionScenes) > [0]> then\n    Draw Transition ((100) - ((-TransitionSceneState) * (100)))\nend\n\ndefine Draw Cutscene border (size)\nswitch costume to (black v)\nset pen color to (#000000)\nset pen size to (size)\ngo to x: (() - (--CanvasSizeX)) y: ((--CanvasSizeY) - ((size) / (2)))\npen down\ngo to x: (--CanvasSizeX) y: ((--CanvasSizeY) - ((size) / (2)))\npen up\ngo to x: (() - (--CanvasSizeX)) y: (((size) / (2)) - (--CanvasSizeY))\npen down\ngo to x: (--CanvasSizeX) y: (((size) / (2)) - (--CanvasSizeY))\npen up\n\ndefine Draw Boss UI\nReset\nset [ghost v] effect to (10)\nStamp costume [BossFrame] at ((0) - (--CanvasSizeX)) ((0) - (--CanvasSizeY)) size [100]\nStamp costume (join [Boss] (-BossType)) at ((30) - (--CanvasSizeX)) ((20) - (--CanvasSizeY)) size [100]\nswitch costume to (bosshealth v)\ngo to x: ((25) - (--CanvasSizeX)) y: ((12) - (--CanvasSizeY))\nif <(-BossVisualHealth) > (-BossHealth)> then\n    change [-bossvisualhealth v] by (() - ((#DeltaTime) / (4)))\n    if <(-BossVisualHealth) < (-BossHealth)> then\n        set [-bossvisualhealth v] to (-BossHealth)\n    end\nend\nrepeat (-BossHealth)\n    change x by (30)\n    stamp\n    change [color v] effect by ((80) / (-BossMaxHealth))\nend\nif <((-BossVisualHealth) - (-BossHealth)) > [0]> then\n    change x by (30)\n    if <((timer) mod (0.2)) > [0.1]> then\n        stamp\n    end\n    change [color v] effect by ((80) / (-BossMaxHealth))\nend\n\ndefine Draw Transition (transparency)\nset pen color to (#000000)\nset pen (transparency v) to (transparency)\ngo to x: (0) y: (0)\nset pen size to (1500)\npen down\npen up\n\nwhen I receive [engineinit v]\nInit\n\ndefine Level Select Draw\nif <(-MainMenuRoom) = [2]> then\n    if <(-TransitionScenes) = [0]> then\n        Level Select Scroll\n    end\n    Level Select Background\n    Reset\n    Stamp costume [LevelSelectBar2] at [0] ((--CanvasSizeY) - (35)) size [100]\n    Stamp costume [LevelSelectBar] at [0] ((35) - (--CanvasSizeY)) size [100]\n    Stamp costume [c0] at ((--CanvasSizeX) - (20)) ((--CanvasSizeY) - (36)) size [10]\n    set [!getid v] to (((-LevelMenuSelected) - (1)) * (-NumberOfLevelData))\n    Draw Text (join ((-TotalCoins) - (-CoinsEarned)) (join [/] (-TotalMaximumCoins))) at ((--CanvasSizeX) - (38)) ((--CanvasSizeY) - (46)) size [1.2] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [1]\n    Draw Time Shard Count\n    if <(-LevelMenuSelected) = [0]> then\n        if <(-CurrentlySaveLoad) = [1]> then\n            Reset\n            Stamp costume [NameHolder] at [0] ((--CanvasSizeY) - (37)) size [100]\n            Draw Text (join (--PerctangeCompleted) [%]) at [0] ((--CanvasSizeY) - (43)) size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0.5]\n        end\n    else\n        Reset\n        Stamp costume [NameHolder] at [0] ((--CanvasSizeY) - (37)) size [100]\n        Draw Text (item ((!getID) + (8)) of [-leveldata v]) at [0] ((--CanvasSizeY) - (43)) size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0.5]\n        if <(item ((!getID) + (7)) of [-leveldata v]) = [-1]> then\n            Reset\n            Stamp costume [c0] at ((--CanvasSizeX) - (20)) ((52) - (--CanvasSizeY)) size [10]\n            Draw Text (join (item ((!getID) + (1)) of [-leveldata v]) (join [/] (item ((!getID) + (2)) of [-leveldata v]))) at ((--CanvasSizeX) - (40)) ((43) - (--CanvasSizeY)) size [1.2] color [0 <-> 200] [20] brightness [-100 <-> 100] ((<(item ((!getID) + (9)) of [-leveldata v]) = [0]> * (70)) + (30)) align (0 - 1) [1]\n            if <(-LevelsUnlocked) > (-LevelMenuSelected)> then\n                Time Trial Part level Select\n            end\n        end\n    end\nend\nif <(-TransitionScenes) > [0]> then\n    Draw Transition ((100) - ((-TransitionSceneState) * (100)))\nend\n\nwhen I receive [menupredraw v]\nLevel Select Draw\n\ndefine Go To (x) (y)\nswitch costume to (empty v)\nset size to (100000) %\ngo to x: (x) y: (y)\nswitch costume to (black v)\nset size to (100) %\n\ndefine Reset\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen I receive [unselectlevel v]\nUnselect\n\ndefine Level Select Background\nReset\nif <(-TransitionScenes) = [1]> then\n    set [whirl v] effect to ((-TransitionSceneState) * (200))\nend\nGo To ((-480) - ((-LevelSelectScroll) * (0.5333333))) [0]\nswitch costume to (r1 v)\nset size to (101) %\nstamp\nGo To ((0) - ((-LevelSelectScroll) * (0.5333333))) [0]\nswitch costume to (r12 v)\nset size to (101) %\nstamp\nGo To ((480) - ((-LevelSelectScroll) * (0.5333333))) [0]\nswitch costume to (r123 v)\nset size to (101) %\nstamp\nGo To ((960) - ((-LevelSelectScroll) * (0.5333333))) [0]\nswitch costume to (r23 v)\nset size to (101) %\nstamp\nGo To ((1440) - ((-LevelSelectScroll) * (0.5333333))) [0]\nswitch costume to (r3 v)\nset size to (101) %\nstamp\nset [whirl v] effect to (0)\n\ndefine Unselect\nif <not <(-LevelMenuSelected) = [0]>> then\n    set [-levelmenuselected v] to [0]\n    set [-levelmaphavetarget v] to [0]\nend\n\ndefine Time To String (seconds)\nif <(seconds) = [-1]> then\n    set [!returnstring v] to [-:--:--]\nelse\n    set [!returnstring v] to (join ([floor v] of ((seconds) / (60)) ) [:])\n    set [!uitemp v] to ([floor v] of ((seconds) mod (60)) )\n    if <(length of (!uiTemp)) = [1]> then\n        set [!uitemp v] to (join [0] (!uiTemp))\n    end\n    set [!returnstring v] to (join (!returnString) (join (!uiTemp) [:]))\n    set [!uitemp v] to ([floor v] of (((seconds) * (100)) - (([floor v] of (seconds) ) * (100))) )\n    if <(length of (!uiTemp)) = [1]> then\n        set [!uitemp v] to (join [0] (!uiTemp))\n    end\n    set [!returnstring v] to (join (!returnString) (!uiTemp))\nend\n\ndefine Time Trial Part level Select\nset pen color to (#ffffff)\nset pen size to (2)\ngo to x: ((10) - (--CanvasSizeX)) y: ((26) - (--CanvasSizeY))\npen down\ngo to x: ((120) - (--CanvasSizeX)) y: ((26) - (--CanvasSizeY))\npen up\nTime To String (item ((!getID) + (4)) of [-leveldata v])\nDraw Text (!returnString) at ((40) - (--CanvasSizeX)) ((76) - (--CanvasSizeY)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nTime To String (item ((!getID) + (5)) of [-leveldata v])\nDraw Text (!returnString) at ((40) - (--CanvasSizeX)) ((54) - (--CanvasSizeY)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nTime To String (item ((!getID) + (6)) of [-leveldata v])\nDraw Text (!returnString) at ((40) - (--CanvasSizeX)) ((32) - (--CanvasSizeY)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nTime To String (item ((!getID) + (3)) of [-leveldata v])\nDraw Text (!returnString) at ((40) - (--CanvasSizeX)) ((8) - (--CanvasSizeY)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nset [!cloud_getlevelid v] to (item # of (-LevelMenuSelected) in [!leveltocloudlevel v])\nTime To String (item ((!Cloud_GetLevelID) * (2)) of [-besttimesdata v])\nDraw Text (join (join [World record - ] (!returnString)) (join [ - ] (item (((!Cloud_GetLevelID) * (2)) - (1)) of [-besttimesdata v]))) at ((--CanvasSizeX) - (4)) ((11) - (--CanvasSizeY)) size [0.6] color [0 <-> 200] [50] brightness [-100 <-> 100] [100] align (0 - 1) [1]\nReset\nset [!uitemp2 v] to [0]\nif <not <(item ((!getID) + (3)) of [-leveldata v]) = [-1]>> then\n    if <not <(item ((!getID) + (6)) of [-leveldata v]) < (item ((!getID) + (3)) of [-leveldata v])>> then\n        set [!uitemp2 v] to [1]\n    else\n        if <not <(item ((!getID) + (5)) of [-leveldata v]) < (item ((!getID) + (3)) of [-leveldata v])>> then\n            set [!uitemp2 v] to [2]\n        else\n            if <not <(item ((!getID) + (4)) of [-leveldata v]) < (item ((!getID) + (3)) of [-leveldata v])>> then\n                set [!uitemp2 v] to [3]\n            else\n                set [!uitemp2 v] to [0]\n            end\n        end\n    end\nend\nif <not <(!uiTemp2) = [0]>> then\n    Stamp costume (join [timeShard] (!uiTemp2)) at ((20) - (--CanvasSizeX)) ((13) - (--CanvasSizeY)) size [15]\nend\nStamp costume [timeShard1] at ((20) - (--CanvasSizeX)) ((38) - (--CanvasSizeY)) size [15]\nStamp costume [timeShard2] at ((20) - (--CanvasSizeX)) ((60) - (--CanvasSizeY)) size [15]\nStamp costume [timeShard3] at ((20) - (--CanvasSizeX)) ((82) - (--CanvasSizeY)) size [15]\n\ndefine Draw Time Shard Count\nReset\nStamp costume [timeShard1] at ((20) - (--CanvasSizeX)) ((--CanvasSizeY) - (59)) size [15]\nStamp costume [timeShard2] at ((20) - (--CanvasSizeX)) ((--CanvasSizeY) - (37)) size [15]\nStamp costume [timeShard3] at ((20) - (--CanvasSizeX)) ((--CanvasSizeY) - (15)) size [15]\nStamp costume [timeShardTrio] at ((90) - (--CanvasSizeX)) ((--CanvasSizeY) - (37)) size [15]\nDraw Text (join [- ] ((item (3) of [-timeshardcount v]) - <(-CrystalScoreEarned) = [3]>)) at ((35) - (--CanvasSizeX)) ((--CanvasSizeY) - (20)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nDraw Text (join [- ] ((item (2) of [-timeshardcount v]) - <(-CrystalScoreEarned) = [2]>)) at ((35) - (--CanvasSizeX)) ((--CanvasSizeY) - (42)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nDraw Text (join [- ] ((item (1) of [-timeshardcount v]) - <(-CrystalScoreEarned) = [1]>)) at ((35) - (--CanvasSizeX)) ((--CanvasSizeY) - (64)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nDraw Text (join [- ] ((item (4) of [-timeshardcount v]) - <not <(-CrystalScoreEarned) = [0]>>)) at ((110) - (--CanvasSizeX)) ((--CanvasSizeY) - (42)) size [0.8] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\n\ndefine Level Select Scroll\nif <<<not <(-LevelMapHaveTarget) = [2]>> and <(-CurrentlySaveLoad) = [0]>> and <(-CrystalScoreEarned) = [0]>> then\n    if <(-LevelSelectScroll) > [0]> then\n        if <<<mouse down?> and <(mouse x) < ((41) - (--CanvasSizeX))>> or <key (left arrow v) pressed?>> then\n            change [-levelselectscroll v] by ((#DeltaTime) * (-240))\n            if <(-LevelMapHaveTarget) = [1]> then\n                broadcast (UnselectLevel v)\n            end\n        end\n    end\n    if <(-LevelSelectScroll) < [1800]> then\n        if <<<mouse down?> and <(mouse x) > ((--CanvasSizeX) - (41))>> or <key (right arrow v) pressed?>> then\n            change [-levelselectscroll v] by ((#DeltaTime) * (240))\n            if <(-LevelMapHaveTarget) = [1]> then\n                broadcast (UnselectLevel v)\n            end\n        end\n    end\nend\nif <(-LevelMapHaveTarget) > [0]> then\n    if <(-LevelMapHaveTarget) = [1]> then\n        change [-levelselectscroll v] by (((-LevelMapTarget) - (-LevelSelectScroll)) * ((#DeltaTime) * (3)))\n    else\n        change [-levelselectscroll v] by (((-LevelMapTarget) - (-LevelSelectScroll)) * ((#DeltaTime) * (1.5)))\n    end\nend\n\ndefine Draw Time Trial Game\nif <not <(-TimeTrialFinished) = [-1]>> then\n    Reset\n    set [ghost v] effect to (((1) - (-TimeTrialFinished)) * (100))\n    Stamp costume [TimeTrialView] at [0] [0] size [100]\nend\nset [ghost v] effect to ((-TimeTrialFinished) * (100))\nset [color v] effect to (<(-TimeTrialFrozen) > [0]> * (-125))\nStamp costume [TimeFrame] at ((--CanvasSizeX) - (0)) ((0) - (--CanvasSizeY)) size [100]\nStamp costume [timeTrial] at ((--CanvasSizeX) - (120)) ((22) - (--CanvasSizeY)) size [100]\nswitch costume to (timetrial2 v)\ngo to x: ((--CanvasSizeX) - (120)) y: ((22) - (--CanvasSizeY))\npoint in direction ((((-TimeTrialTime) mod (60)) * (6)) + (90))\nstamp\npoint in direction (90)\nset [ghost v] effect to (0)\nTime To String (-TimeTrialTime)\nif <(-TimeTrialFinished) = [-1]> then\n    if <(-TimeTrialFrozen) = [0]> then\n        Draw Text (!returnString) at ((--CanvasSizeX) - (10)) ((14) - (--CanvasSizeY)) size [0.9] color [0 <-> 200] [20] brightness [-100 <-> 100] [100] align (0 - 1) [1]\n    else\n        Draw Text (!returnString) at ((--CanvasSizeX) - (10)) ((5) - (--CanvasSizeY)) size [0.8] color [0 <-> 200] [20] brightness [-100 <-> 100] [100] align (0 - 1) [1]\n        Time To String (-TimeTrialFrozen)\n        Draw Text (join [-] (!returnString)) at ((--CanvasSizeX) - (10)) ((25) - (--CanvasSizeY)) size [0.8] color [0 <-> 200] [30] brightness [-100 <-> 100] [30] align (0 - 1) [1]\n    end\nelse\n    Draw Text (!returnString) at (((--CanvasSizeX) - (10)) * ((1) - (-TimeTrialFinished))) (((14) - (--CanvasSizeY)) * ((1) - (-TimeTrialFinished))) size ((0.9) + (-TimeTrialFinished)) color [0 <-> 200] [20] brightness [-100 <-> 100] [100] align (0 - 1) ((1) - ((-TimeTrialFinished) / (2)))\n    if <not <(-CrystalScoreNew) = [0]>> then\n        Reset\n        set [ghost v] effect to (((1) - (-TimeTrialFinished)) * (100))\n        set [brightness v] effect to ((([sin v] of ((timer) * (90)) ) + (1)) * (10))\n        Stamp costume (join [timeShard] (-CrystalScoreNew)) at [120] [10] size [50]\n        Stamp costume (join [timeShard] (-CrystalScoreNew)) at [-120] [10] size [50]\n    end\n    if <(-IsNewRecord) = [1]> then\n        Draw Text [BEST TIME!] at [0] [-70] size [2] color [0 <-> 200] [30] brightness [-100 <-> 100] ((([sin v] of ((timer) * (90)) ) * (30)) + (30)) align (0 - 1) [0.5]\n    else\n        if <(-IsNewRecord) = [2]> then\n            Draw Text [WORLD RECORD!] at [0] [-70] size [2] color [0 <-> 200] [30] brightness [-100 <-> 100] ((([sin v] of ((timer) * (90)) ) * (30)) + (30)) align (0 - 1) [0.5]\n        end\n    end\nend\nif <(-TimeTrialWait) > [0]> then\n    Reset\n    go to x: (0) y: (0)\n    switch costume to (join [wait] ([ceiling v] of (-TimeTrialWait) ))\n    if <([ceiling v] of (-TimeTrialWait) ) = (-TimeTrialWait)> then\n        set size to ((1) * (200)) %\n    else\n        set size to (((-TimeTrialWait) - ([floor v] of (-TimeTrialWait) )) * (200)) %\n    end\n    stamp\nend\n\ndefine Stamp costume (costume) at (x) (y) size (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\nstamp\n\nwhen I receive [clickbutton v]\nset volume to (SFX Volume) %\nstart sound [Select v]\n\ndefine Draw Pause\nif <(--PauseGame) = [1]> then\n    Reset\n    if <(-InGameMenu) < [2]> then\n        Stamp costume [Pause0] at [0] [0] size [100]\n    else\n        if <(-InGameMenu) = [2]> then\n            Stamp costume [Pause1] at [0] [0] size [100]\n        else\n            if <(-InGameMenu) = [3]> then\n                Stamp costume [Pause2] at [0] [0] size [100]\n            end\n        end\n    end\nend\n\ndefine Save Best Time on Cloud- Level (level) time (time)\nset [!cloud_getlevelid v] to (item # of (level) in [!leveltocloudlevel v])\nreplace item (((!Cloud_GetLevelID) * (2)) + (-1)) of [-besttimesdata v] with (username)\nreplace item ((!Cloud_GetLevelID) * (2)) of [-besttimesdata v] with (time)\nif <not <(!Cloud_GetLevelID) > [4]>> then\n    Save Cloud Times - Starting from [0] number of elements [8] cloud var ID [1]\nelse\n    Save Cloud Times - Starting from [8] number of elements [6] cloud var ID [2]\nend\n\ndefine Load Best Times\ndelete all of [-besttimesdata v]\nLoad Best Times from var (☁ -BestTimes\(1-4\))\nLoad Best Times from var (☁ -BestTimes\(5-8\))\n\nwhen I receive [deletealldata v]\ndelete all of [-besttimesdata v]\ndelete all of [!leveltocloudlevel v]\n\ndefine Reset Cloud Times\ndelete all of [-besttimesdata v]\nrepeat (7)\n    add [ggenije] to [-besttimesdata v]\n    add [599.99] to [-besttimesdata v]\nend\nSave Cloud Times - Starting from [0] number of elements [8] cloud var ID [1]\nSave Cloud Times - Starting from [8] number of elements [6] cloud var ID [2]\n\ndefine Save Cloud Times - Starting from (start) number of elements (enum) cloud var ID (id)\nset [!cloud_i v] to (start)\nset [!cloud_temp v] to []\nrepeat (enum)\n    set [!cloud_j v] to [0]\n    change [!cloud_i v] by (1)\n    repeat (length of (item (!Cloud_i) of [-besttimesdata v]))\n        change [!cloud_j v] by (1)\n        switch costume to (letter (!Cloud_J) of (item (!Cloud_i) of [-besttimesdata v]))\n        if <(costume [number v]) < [10]> then\n            set [!cloud_temp v] to (join (!Cloud_temp) (join [0] (costume [number v])))\n        else\n            set [!cloud_temp v] to (join (!Cloud_temp) (costume [number v]))\n        end\n    end\n    set [!cloud_temp v] to (join (!Cloud_temp) [01])\nend\nif <(id) = [1]> then\n    set [☁ -besttimes\(1-4\) v] to (!Cloud_temp)\nelse\n    set [☁ -besttimes\(5-8\) v] to (!Cloud_temp)\nend\n\ndefine Load Best Times from var (cloudvar)\nset [!cloud_temp v] to []\nset [!cloud_i v] to [0]\nrepeat ((length of (cloudvar)) / (2))\n    change [!cloud_i v] by (2)\n    switch costume to (join (letter ((!Cloud_i) - (1)) of (cloudvar)) (letter (!Cloud_i) of (cloudvar)))\n    if <(costume [name v]) = [`]> then\n        add (!Cloud_temp) to [-besttimesdata v]\n        set [!cloud_temp v] to []\n    else\n        set [!cloud_temp v] to (join (!Cloud_temp) (costume [name v]))\n    end\nend\n\nwhen I receive [new record v]\nOn New Record\n\ndefine On New Record\nLoad Best Times\nset [!cloud_getlevelid v] to (item # of (\(Current Level\)) in [!leveltocloudlevel v])\nif <(\(Best Time\)) < (item ((!Cloud_GetLevelID) * (2)) of [-besttimesdata v])> then\n    Save Best Time on Cloud- Level (\(Current Level\)) time (\(Best Time\))\n    set [-isnewrecord v] to [2]\nend\n\ndefine Init\nhide\npen up\ndelete all of [!leveltocloudlevel v]\nadd [1] to [!leveltocloudlevel v]\nadd [2] to [!leveltocloudlevel v]\nadd [4] to [!leveltocloudlevel v]\nadd [5] to [!leveltocloudlevel v]\nadd [7] to [!leveltocloudlevel v]\nadd [8] to [!leveltocloudlevel v]\nadd [10] to [!leveltocloudlevel v]\n\nwhen I receive [openlevelselect v]\nLoad Best Times\n\ndefine Draw Sign Text\nif <not <(-getSignText) = []>> then\n    set [ghost v] effect to ((-signState) * (100))\n    Stamp costume [SignTextHolder] at [0] ((32) - (--CanvasSizeY)) size [100]\n    Draw Text (-getSignText) at [0] ((25) - (--CanvasSizeY)) size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0.5]\nend\n\n@NotCompiled\n\nwhen I receive [notcompiled v]\nshow\ngo to x: (0) y: ((70) - (--CanvasSizeY))\n\nwhen flag clicked\nhide\nshow list [turbowarp link \(triple click & ctrl+c then paste into url bar\) v]\n\nwhen this sprite clicked\nhide\nshow list [turbowarp link \(triple click & ctrl+c then paste into url bar\) v]\nset [-mainmenuroom v] to [0.2]\nbroadcast (AskPerformance v) and wait\nbroadcast (ClickButton v)\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@Slow\n\nwhen I receive [askperformance v]\nshow\ngo to x: (-110) y: ((50) - (--CanvasSizeY))\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [-transitionscenes v] to [5]\n    set [-transitionscenestate v] to [0]\n    if <(--IsCompiled) = [1]> then\n        broadcast (Medium v)\n    else\n        broadcast (Low v)\n    end\n    broadcast (ClickButton v)\n    broadcast (DynamicOFF v)\n    broadcast (PC_Controls v)\nend\n\nwhen I receive [startmenu v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [low v]\nset [@resolution v] to [2]\nset [@engineusechunks v] to [1]\nset [--graphics v] to [0]\n\nwhen I receive [medium v]\nset [@resolution v] to [1]\nset [@engineusechunks v] to [1]\nset [--graphics v] to [1]\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@Fast\n\nwhen I receive [askperformance v]\nshow\ngo to x: (110) y: ((50) - (--CanvasSizeY))\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [-transitionscenes v] to [5]\n    set [-transitionscenestate v] to [0]\n    if <(--IsCompiled) = [1]> then\n        broadcast (High v)\n    else\n        broadcast (Medium v)\n    end\n    broadcast (ClickButton v)\n    broadcast (DynamicOFF v)\n    broadcast (PC_Controls v)\nend\n\nwhen I receive [startmenu v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [high v]\nset [@resolution v] to [0]\nset [@engineusechunks v] to [0]\nset [--graphics v] to [2]\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@Mobile\n\nwhen I receive [askperformance v]\nshow\ngo to x: (0) y: ((125) - (--CanvasSizeY))\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [-transitionscenes v] to [5]\n    set [-transitionscenestate v] to [0]\n    broadcast (Low v)\n    broadcast (DynamicON v)\n    broadcast (Mobile_Controls v)\n    broadcast (ClickButton v)\nend\n\nwhen I receive [startmenu v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [high v]\nset [@resolution v] to [0]\nset [@engineusechunks v] to [0]\nset [--graphics v] to [2]\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@New game\n\nwhen I receive [startmenu v]\nswitch costume to ((--IsNewGame) + (1))\nshow\ngo to x: ((120) - (--CanvasSizeX)) y: (50)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <<(-CurrentlySaveLoad) = [0]> and <(-TransitionScenes) = [0]>> then\n    if <(--IsNewGame) = [1]> then\n        set [--isnewgame v] to [0]\n        broadcast (NewGame v)\n    else\n        broadcast (OpenLevelSelect v)\n    end\n    broadcast (ClickButton v)\nend\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [optionsback v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\n@Load button\n\nwhen I receive [startmenu v]\nshow\ngo to x: ((120) - (--CanvasSizeX)) y: (10)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <<(-CurrentlySaveLoad) = [0]> and <(-TransitionScenes) = [0]>> then\n    broadcast (ClickButton v)\n    set [-currentlysaveload v] to [1]\n    broadcast (LoadGame v) and wait\nend\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [optionsback v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\n@Load Game\n\nwhen I receive [deletealldata v]\ndelete all of [-loadlist v]\n\ndefine Load (loaddata)\ndelete all of [-loadlist v]\nset [-saveloadtemp v] to []\nset [-saveloaditer v] to [0]\nset [--completedgame v] to [0]\nrepeat until <(-SaveLoadIter) > (length of (loaddata))>\n    change [-saveloaditer v] by (1)\n    if <(letter (-SaveLoadIter) of (loaddata)) = [;]> then\n        add (-SaveLoadTemp) to [-loadlist v]\n        set [-saveloadtemp v] to []\n    else\n        set [-saveloadtemp v] to (join (-SaveLoadTemp) (letter (-SaveLoadIter) of (loaddata)))\n    end\nend\nset [-saveloadsecnum v] to [4324]\nset [-saveloaditer v] to [0]\nrepeat (10)\n    change [-saveloaditer v] by (1)\n    set [-saveloadsecnum v] to (((-SaveLoadSecNum) * ((((item (1) of [-loadlist v]) * (311)) + (item (((3) * (-SaveLoadIter)) - (1)) of [-loadlist v])) + (((item ((3) * (-SaveLoadIter)) of [-loadlist v]) * (100)) + (((item (((3) * (-SaveLoadIter)) + (1)) of [-loadlist v]) + (17)) * (375499))))) mod (99719))\nend\nif <(item (((10) * (3)) + (2)) of [-loadlist v]) = (-SaveLoadSecNum)> then\n    set [-levelscompleted v] to (item (1) of [-loadlist v])\n    if <(-LevelsCompleted) = [9]> then\n        set [-levelsunlocked v] to [9]\n    else\n        if <(-LevelsCompleted) = [10]> then\n            set [-levelsunlocked v] to [10]\n        else\n            set [-levelsunlocked v] to ((-LevelsCompleted) + (1))\n        end\n    end\n    set [-saveloaditer v] to [0]\n    repeat (10)\n        change [-saveloaditer v] by (1)\n        set [-saveloadgetid v] to (((-SaveLoadIter) - (1)) * (-NumberOfLevelData))\n        replace item ((-SaveLoadGetID) + (1)) of [-leveldata v] with (item (((3) * (-SaveLoadIter)) - (1)) of [-loadlist v])\n        replace item ((-SaveLoadGetID) + (3)) of [-leveldata v] with (item ((3) * (-SaveLoadIter)) of [-loadlist v])\n        replace item ((-SaveLoadGetID) + (9)) of [-leveldata v] with (item (((3) * (-SaveLoadIter)) + (1)) of [-loadlist v])\n    end\n    set [--isnewgame v] to [0]\n    if <not <(-LevelsCompleted) < [9]>> then\n        set [--completedgame v] to [1]\n    end\n    broadcast (OpenLevelSelect v)\nelse\n    show\n    set volume to (SFX Volume) %\n    start sound [invalid v]\nend\n\nwhen I receive [loadgame v]\nhide\nask [Enter save code] and wait\nif <(answer) = [debug]> then\n    set [--debug_mode v] to [1]\n    Load [10;99;0;1;99;0;1;0;-1;1;99;1.64;1;99;0;1;0;-1;1;0;-1;1;0;-1;1;0;-1;1;0;-1;1;34538;]\nelse\n    Load (answer)\nend\nset [-currentlysaveload v] to [0]\n\nwhen I receive [engineinit v]\nhide\ngo to x: ((230) - (--CanvasSizeX)) y: (10)\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [startlevel v]\nhide\n\n@Options\n\nwhen I receive [startmenu v]\nshow\ngo to x: ((120) - (--CanvasSizeX)) y: (-30)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <<(-CurrentlySaveLoad) = [0]> and <(-TransitionScenes) = [0]>> then\n    if <(--InGame) = [1]> then\n        set [-ingamemenu v] to [2]\n        wait (0) seconds\n    else\n        set [-mainmenuroom v] to [3]\n    end\n    broadcast (ClickButton v)\n    broadcast (Options v)\nend\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [optionsback v]\nset [-mainmenuroom v] to [1]\nshow\n\nwhen I receive [options v]\nshow variable [music volume v]\nshow variable [sfx volume v]\n\nwhen I receive [pause v]\nif <(--PauseGame) = [1]> then\n    set [ghost v] effect to (0)\n    go to x: (0) y: (0)\n    show\nelse\n    hide\nend\n\nwhen I receive [optionsbackingame v]\nshow\n\nwhen I receive [areyousure v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\nwhen I receive [pauseupdate v]\nPU\n\nwhen I receive [menuupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\nwhen I receive [newgame v]\nhide\n\n@options back\n\nwhen I receive [engineinit v]\nhide\nhide variable [music volume v]\nhide variable [sfx volume v]\n\nwhen I receive [options v]\nshow\ngo to x: (0) y: (-120)\n\nwhen this sprite clicked\nhide\nhide variable [music volume v]\nhide variable [sfx volume v]\nif <(--InGame) = [1]> then\n    set [-ingamemenu v] to [1]\n    wait (0) seconds\n    broadcast (OptionsBackInGame v) and wait\nelse\n    broadcast (OptionsBack v) and wait\nend\nbroadcast (ClickButton v)\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\n    hide variable [music volume v]\n    hide variable [sfx volume v]\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@Credits\n\nwhen I receive [engineinit v]\nhide\n\nwhen I receive [credits v]\nshow\n\nwhen I receive [creditsback v]\nhide\n\nwhen I receive [menupredraw v]\nUpdate Credits\n\ndefine Update Credits\ngo to x: (0) y: ((180) - (((mouse y) - (180)) * (1.6)))\n\nwhen this sprite clicked\nif <(--InGame) = [0]> then\n    broadcast (CreditsBack v)\n    broadcast (ClickButton v)\nend\n\n@CreditsButton\n\nwhen I receive [startmenu v]\nshow\ngo to x: ((120) - (--CanvasSizeX)) y: (-70)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <<(-CurrentlySaveLoad) = [0]> and <(-TransitionScenes) = [0]>> then\n    broadcast (Credits v)\n    broadcast (ClickButton v)\n    set [-mainmenuroom v] to [4]\nend\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [optionsback v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\n@StartLevel\n\nwhen I receive [levelselected v]\nshow\ngo to x: (0) y: ((50) - (--CanvasSizeY))\nset [!getisboss v] to (item ((((-LevelMenuSelected) - (1)) * (-NumberOfLevelData)) + (7)) of [-leveldata v])\nif <(!getIsBoss) = [-1]> then\n    if <(-LevelsUnlocked) > (-LevelMenuSelected)> then\n        switch costume to (start2 v)\n    else\n        switch costume to (start v)\n    end\n    set [!canplay v] to [1]\nelse\n    if <(!getIsBoss) = [1]> then\n        set [!canplay v] to (<not <(-TotalCoins) < [75]>> + ())\n    else\n        if <(!getIsBoss) = [2]> then\n            set [!canplay v] to (<<not <(-TotalCoins) < [160]>> and <not <(item (4) of [-timeshardcount v]) < [2]>>> + ())\n        else\n            if <(!getIsBoss) = [3]> then\n                set [!canplay v] to (<<not <(-TotalCoins) < [300]>> and <not <(item (4) of [-timeshardcount v]) < [4]>>> + ())\n            end\n        end\n    end\n    if <(!canPlay) = [1]> then\n        switch costume to (start v)\n    else\n        switch costume to (join [Boss] (!getIsBoss))\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    if <(!canPlay) = [1]> then\n        set [-levelsunlocked v] to (-LevelToUnlock)\n        Start Level (-LevelMenuSelected)\n    end\nend\n\nwhen I receive [unselectlevel v]\nhide\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [startbutton v]\nset volume to (SFX Volume) %\nstart sound [StartLevel v]\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <<(!canPlay) = [1]> and <(-TransitionScenes) = [0]>>>)\n\ndefine Start Level (level)\nset [-transitionscenestate v] to [1]\nset [-transitionscenes v] to [2]\nset [-timetriallevel v] to [0]\nset [--startlevel v] to (level)\nset [-transitionscenes v] to [1]\nset [-transitionscenestate v] to [0]\nbroadcast (StartButton v)\n\nwhen I receive [newgameopenlevel v]\nStart Level [1]\n\nwhen I receive [startcustomlevel v]\nStart Level [-10]\n\n@Time Trial\n\nwhen I receive [levelselected v]\nif <<(item ((((-LevelMenuSelected) - (1)) * (-NumberOfLevelData)) + (7)) of [-leveldata v]) = [-1]> and <(-LevelsUnlocked) > (-LevelMenuSelected)>> then\n    show\n    go to x: (0) y: ((50) - (--CanvasSizeY))\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [-levelsunlocked v] to (-LevelToUnlock)\n    set [-timetriallevel v] to [1]\n    set [-timetrialwait v] to [3]\n    set [-timetrialsound v] to [3]\n    set [-timetrialfrozen v] to [0]\n    set [-timetrialtime v] to [0]\n    set [--startlevel v] to (-LevelMenuSelected)\n    set [-transitionscenes v] to [1]\n    set [-transitionscenestate v] to [0]\n    set [-timetrialfinished v] to [-1]\n    broadcast (StartButton v)\nend\n\nwhen I receive [unselectlevel v]\nhide\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@LevelSelection\n\ndefine Add Part To Map - Coord (x) (y) costume (costume) LevelID (level) levelTransition (transition)\nset [!clonex v] to (x)\nset [!cloney v] to (y)\nset [!cloneid v] to (costume)\nset [!levelid v] to (level)\nset [!rand v] to (pick random (1) to (360))\nset [!transition v] to (transition)\nif <not <(!LevelID) = [-1]>> then\n    if <(x) < [0]> then\n        replace item (level) of [-levelmappos v] with [0]\n    else\n        if <(x) > [1800]> then\n            replace item (level) of [-levelmappos v] with [1800]\n        else\n            replace item (level) of [-levelmappos v] with (x)\n        end\n    end\nend\ncreate clone of (_myself_ v)\nset [!cloneid v] to [0]\n\nwhen I receive [deletealldata v]\nDelete All Data\n\ndefine On Open Level Select\nif <<not <(-LevelsCompleted) < [9]>> and <(--CompletedGame) = [0]>> then\n    set [--completedgame v] to [1]\n    broadcast (StartMenu v) and wait\n    broadcast (Credits v)\n    set [-mainmenuroom v] to [4]\n    stop [this script v]\nend\nset [-coinearnedtimer v] to [0]\nset [-mainmenuroom v] to [2]\nCalculate Items\nAdd Map Parts\nset [-leveltounlock v] to ((-LevelsCompleted) + (1))\nset [-levelselectscroll v] to (item (-CurrentLevel_ID) of [-levelmappos v])\nif <not <(-LevelsUnlocked) = (-LevelToUnlock)>> then\n    if <<(-LevelToUnlock) < [10]> or <<(-LevelToUnlock) = [10]> and <not <(-ReturnStartCount) < [6]>>>> then\n        set [-levelmaptarget v] to (item (-LevelToUnlock) of [-levelmappos v])\n        set [-levelmaphavetarget v] to [2]\n    else\n        set [-levelmaphavetarget v] to [0]\n        broadcast (ShowLevelSelectButtons v)\n    end\nelse\n    set [-levelmaphavetarget v] to [0]\n    if <(-CrystalScoreEarned) = [0]> then\n        broadcast (ShowLevelSelectButtons v)\n    end\nend\n\nwhen I receive [openlevelselect v]\nOn Open Level Select\n\ndefine Update\nif <(!CloneID) = [0]> then\n    if <(-TransitionScenes) > [0]> then\n        Transition Update\n    else\n        if <(-LevelToUnlock) > (-LevelsUnlocked)> then\n            change [-levelsunlocked v] by ((#DeltaTime) * (1.2))\n            if <(-LevelToUnlock) < (-LevelsUnlocked)> then\n                set [-levelsunlocked v] to (-LevelToUnlock)\n            end\n        end\n        if <(-CoinsEarned) > [0]> then\n            change [-coinearnedtimer v] by (#DeltaTime)\n            if <(-CoinEarnedTimer) > ((0.5) / (-CoinsEarned))> then\n                set [-coinearnedtimer v] to [0]\n                change [-coinsearned v] by (-1)\n                start sound [coinEarn v]\n            end\n        end\n    end\nelse\n    show\n    Border ((!cloneX) - (-LevelSelectScroll)) ((25) + ((!cloneY) + (([sin v] of (((timer) * (90)) + (!rand)) ) * (10)))) amount [2]\n    Go To ((!cloneX) - (-LevelSelectScroll)) ((25) + ((!cloneY) + (([sin v] of (((timer) * (90)) + (!rand)) ) * (10))))\n    switch costume to (join [Level] (!CloneID))\n    if <(!unlocked) = [1]> then\n        set [brightness v] effect to (0)\n        if <not <(!LevelID) = [-1]>> then\n            if <<<<<touching (mouse-pointer v)?> and <(-LevelMenuSelected) = [0]>> and <(-CurrentlySaveLoad) = [0]>> or <(-LevelMenuSelected) = (!LevelID)>> and <not <(-LevelMapHaveTarget) = [2]>>> then\n                set [brightness v] effect to (20)\n                set size to (105) %\n            else\n                set [brightness v] effect to (0)\n                set size to (100) %\n            end\n        end\n    else\n        if <not <(-LevelsUnlocked) < (!transition)>> then\n            change [!unlocked v] by (#DeltaTime)\n            if <(!unlocked) > [1]> then\n                set [!unlocked v] to [1]\n                if <not <(!LevelID) = [-1]>> then\n                    if <(-LevelMapHaveTarget) = [2]> then\n                        broadcast (ShowLevelSelectButtons v)\n                    end\n                    start sound [unlock v]\n                    set [-levelmaphavetarget v] to [0]\n                end\n            end\n        end\n        set [brightness v] effect to ((-100) + ((!unlocked) * (100)))\n        set size to (100) %\n    end\n    if <(-TransitionScenes) > [0]> then\n        if <(-TransitionSceneState) > [0]> then\n            change [brightness v] effect by (() - ((-TransitionSceneState) * (100)))\n        end\n    end\nend\n\nwhen I receive [menuupdate v]\nUpdate\n\nwhen I start as a clone\nStart As Clone\n\ndefine Go To (x) (y)\nswitch costume to (size v)\nset size to (100000) %\ngo to x: (x) y: (y)\nswitch costume to (full v)\nset size to (100) %\n\ndefine Delete All Data\ndelete all of [-leveldata v]\ndelete all of [-levelmappos v]\ndelete all of [-timeshardcount v]\n\nwhen I receive [startlevel v]\ndelete this clone\n\ndefine PreInit\nset [!cloneid v] to [0]\nhide\nDelete All Data\nrepeat (10)\n    add [] to [-levelmappos v]\nend\nset [-levelselectscroll v] to [0]\nset [-levelsunlocked v] to [1]\nset [-leveltounlock v] to [1]\nset [-levelmenuselected v] to [0]\nset [-numberofleveldata v] to [9]\nset [-levelscompleted v] to [0]\nset [-currentlevel_id v] to [0]\nset [-levelmaphavetarget v] to [0]\nAdd Level -  MaximumCoins [56] 3rdAwardTime [85] 2ndAwardTime [75] 1stAwardTime [65] IsBoss [-1] Name [Going boing]\nAdd Level -  MaximumCoins [65] 3rdAwardTime [125] 2ndAwardTime [105] 1stAwardTime [85] IsBoss [-1] Name [Clank plank]\nAdd Level -  MaximumCoins [0] 3rdAwardTime [-1] 2ndAwardTime [-1] 1stAwardTime [-1] IsBoss [1] Name [Dull bull]\nAdd Level -  MaximumCoins [54] 3rdAwardTime [140] 2ndAwardTime [110] 1stAwardTime [90] IsBoss [-1] Name [Freeze breeze]\nAdd Level -  MaximumCoins [52] 3rdAwardTime [95] 2ndAwardTime [75] 1stAwardTime [55] IsBoss [-1] Name [Fling ring]\nAdd Level -  MaximumCoins [0] 3rdAwardTime [-1] 2ndAwardTime [-1] 1stAwardTime [-1] IsBoss [2] Name [Tech mech]\nAdd Level -  MaximumCoins [84] 3rdAwardTime [145] 2ndAwardTime [120] 1stAwardTime [95] IsBoss [-1] Name [Jungle bungle]\nAdd Level -  MaximumCoins [60] 3rdAwardTime [155] 2ndAwardTime [130] 1stAwardTime [105] IsBoss [-1] Name [Hope rope]\nAdd Level -  MaximumCoins [0] 3rdAwardTime [-1] 2ndAwardTime [-1] 1stAwardTime [-1] IsBoss [3] Name [Slog frog]\nAdd Level -  MaximumCoins [87] 3rdAwardTime [140] 2ndAwardTime [115] 1stAwardTime [95] IsBoss [-1] Name [Hide Guide]\nset [-totalmaximumcoins v] to [0]\nset [!iter v] to [0]\nrepeat (10)\n    change [!iter v] by (1)\n    set [!getlevelid v] to (((!iter) - (1)) * (-NumberOfLevelData))\n    change [-totalmaximumcoins v] by (item ((!getLevelID) + (2)) of [-leveldata v])\nend\n\ndefine Add Level -  MaximumCoins (maximumcoins) 3rdAwardTime (time3) 2ndAwardTime (time2) 1stAwardTime (time1) IsBoss (boss) Name (name)\nadd [0] to [-leveldata v]\nadd (maximumcoins) to [-leveldata v]\nadd [-1] to [-leveldata v]\nadd (time3) to [-leveldata v]\nadd (time2) to [-leveldata v]\nadd (time1) to [-leveldata v]\nadd (boss) to [-leveldata v]\nadd (name) to [-leveldata v]\nadd [0] to [-leveldata v]\n\nwhen flag clicked\nPreInit\n\ndefine Border (x) (y) amount (amount)\nif <(-LevelMenuSelected) = (!LevelID)> then\n    set [!iter v] to [0]\n    repeat (17)\n        Border Part ((x) + (([cos v] of (((360) / (17)) * (!iter)) ) * (amount))) ((y) + (([sin v] of (((360) / (17)) * (!iter)) ) * (amount)))\n        change [!iter v] by (1)\n    end\nend\n\ndefine Border Part (x) (y)\nGo To (x) (y)\nswitch costume to (join [Level] (!CloneID))\nset size to (105) %\nset [brightness v] effect to (100)\nif <(-TransitionSceneState) > [0]> then\n    set [ghost v] effect to (((-TransitionSceneState) * (50)) + (50))\nend\nstamp\nset [ghost v] effect to (0)\n\ndefine Calculate Items\nset [-totalcoins v] to [0]\nset [-returnstartcount v] to [0]\ndelete all of [-timeshardcount v]\nrepeat (4)\n    add [0] to [-timeshardcount v]\nend\nset [!iter v] to [0]\nrepeat (10)\n    change [!iter v] by (1)\n    set [!getlevelid v] to (((!iter) - (1)) * (-NumberOfLevelData))\n    change [-totalcoins v] by (item ((!getLevelID) + (1)) of [-leveldata v])\n    change [-returnstartcount v] by (item ((!getLevelID) + (9)) of [-leveldata v])\n    if <not <(item ((!getLevelID) + (3)) of [-leveldata v]) = [-1]>> then\n        if <not <(item ((!getLevelID) + (6)) of [-leveldata v]) < (item ((!getLevelID) + (3)) of [-leveldata v])>> then\n            replace item (1) of [-timeshardcount v] with ((item (1) of [-timeshardcount v]) + (1))\n        else\n            if <not <(item ((!getLevelID) + (5)) of [-leveldata v]) < (item ((!getLevelID) + (3)) of [-leveldata v])>> then\n                replace item (2) of [-timeshardcount v] with ((item (2) of [-timeshardcount v]) + (1))\n            else\n                if <not <(item ((!getLevelID) + (4)) of [-leveldata v]) < (item ((!getLevelID) + (3)) of [-leveldata v])>> then\n                    replace item (3) of [-timeshardcount v] with ((item (3) of [-timeshardcount v]) + (1))\n                end\n            end\n        end\n    end\nend\nreplace item (4) of [-timeshardcount v] with ((item (1) of [-timeshardcount v]) + ((item (2) of [-timeshardcount v]) + (item (3) of [-timeshardcount v])))\n\ndefine On Click\nif <<(-TransitionScenes) = [0]> and <<<not <(-LevelMapHaveTarget) = [2]>> and <(-CurrentlySaveLoad) = [0]>> and <(-CrystalScoreEarned) = [0]>>> then\n    if <not <(!LevelID) = [-1]>> then\n        if <(!LevelID) = (-LevelMenuSelected)> then\n            broadcast (UnselectLevel v)\n        else\n            if <(!unlocked) = [1]> then\n                set [-levelmaphavetarget v] to [1]\n                set [-levelmenuselected v] to (!LevelID)\n                set [-levelmaptarget v] to (item (!LevelID) of [-levelmappos v])\n                broadcast (LevelSelected v)\n                play sound [LevelSelect v] until done\n            else\n                broadcast (UnselectLevel v)\n            end\n        end\n    else\n        broadcast (UnselectLevel v)\n    end\nend\n\ndefine Start As Clone\nif <not <(-LevelsUnlocked) < (!CloneID)>> then\n    set [!unlocked v] to [1]\nelse\n    set [!unlocked v] to [0]\nend\n\nwhen this sprite clicked\nOn Click\n\nwhen [m v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    set [-leveltounlock v] to [9]\n    set [-levelscompleted v] to [9]\nend\n\nwhen [n v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    set [-coinsscore v] to [99]\nend\n\ndefine Transition Update\nif <(-TransitionScenes) = [4]> then\n    change [-transitionscenestate v] by (() - ((#DeltaTime) * (1)))\n    if <(-TransitionSceneState) < [-0.2]> then\n        set [-transitionscenes v] to [0]\n    end\nelse\n    if <(-TransitionScenes) = [1]> then\n        change [-transitionscenestate v] by ((#DeltaTime) * (0.7))\n        if <(-TransitionSceneState) > [1.5]> then\n            set [-transitionscenes v] to [2]\n            set [--ingame v] to [1]\n            set [--loading v] to [1]\n            switch backdrop to (loading v)\n            erase all\n            hide\n            set [-levelmenuselected v] to [0]\n            stop all sounds\n            broadcast (StartLevel v)\n        end\n    else\n        if <(-TransitionScenes) = [5]> then\n            change [-transitionscenestate v] by ((#DeltaTime) * (1))\n            if <(-TransitionSceneState) > [1.5]> then\n                set [-transitionscenes v] to [6]\n                set [-mainmenuroom v] to [1]\n                broadcast (StartMenu v)\n            end\n        else\n            if <(-TransitionScenes) = [6]> then\n                change [-transitionscenestate v] by (() - ((#DeltaTime) * (4)))\n                if <(-TransitionSceneState) < [0]> then\n                    set [-transitionscenes v] to [0]\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [startmenu v]\ndelete this clone\n\nwhen [b v] key pressed\nif <(--DEBUG_MODE) = [1]> then\n    set [!iter v] to [0]\n    repeat (10)\n        change [!iter v] by (1)\n        set [!getlevelid v] to (((!iter) - (1)) * (-NumberOfLevelData))\n        replace item ((!getLevelID) + (9)) of [-leveldata v] with [1]\n    end\nend\nset [-levelscompleted v] to [10]\nset [-leveltounlock v] to [10]\n\ndefine Add Map Parts\nAdd Part To Map - Coord [-100] [0] costume [1] LevelID [1] levelTransition [1]\nif <<not <(-LevelsCompleted) < [9]>> and <not <(-ReturnStartCount) < [6]>>> then\n    Add Part To Map - Coord [25] [0] costume [10] LevelID [10] levelTransition [10]\nelse\n    Add Part To Map - Coord [-10] [0] costume [1.5] LevelID [-1] levelTransition [1.33]\n    Add Part To Map - Coord [60] [0] costume [1.5] LevelID [-1] levelTransition [1.66]\nend\nAdd Part To Map - Coord [170] [0] costume [2] LevelID [2] levelTransition [2]\nAdd Part To Map - Coord [270] [-20] costume [2.5] LevelID [-1] levelTransition [2.5]\nAdd Part To Map - Coord [450] [0] costume [3] LevelID [3] levelTransition [3]\nAdd Part To Map - Coord [650] [0] costume [4] LevelID [4] levelTransition [4]\nAdd Part To Map - Coord [740] [0] costume [4.5] LevelID [-1] levelTransition [4.33]\nAdd Part To Map - Coord [810] [0] costume [4.5] LevelID [-1] levelTransition [4.66]\nAdd Part To Map - Coord [900] [0] costume [5] LevelID [5] levelTransition [5]\nAdd Part To Map - Coord [1000] [40] costume [5.25] LevelID [-1] levelTransition [5.33]\nAdd Part To Map - Coord [1050] [10] costume [5.75] LevelID [-1] levelTransition [5.66]\nAdd Part To Map - Coord [1150] [0] costume [6] LevelID [6] levelTransition [6]\nAdd Part To Map - Coord [1350] [0] costume [7] LevelID [7] levelTransition [7]\nAdd Part To Map - Coord [1450] [0] costume [7.5] LevelID [-1] levelTransition [7.5]\nAdd Part To Map - Coord [1585] [0] costume [8] LevelID [8] levelTransition [8]\nAdd Part To Map - Coord [1750] [0] costume [8.5] LevelID [-1] levelTransition [8.5]\nAdd Part To Map - Coord [1900] [0] costume [9] LevelID [9] levelTransition [9]\n\n@Right\n\nwhen I receive [menuupdate v]\nUpdate\n\nwhen flag clicked\nhide\n\ndefine Update\nif <<<<<<(-MainMenuRoom) = [2]> and <(-LevelSelectScroll) < [1800]>> and <(-LevelMapHaveTarget) = [0]>> and <(-TransitionScenes) = [0]>> and <(-CurrentlySaveLoad) = [0]>> and <(-CrystalScoreEarned) = [0]>> then\n    go to x: ((--CanvasSizeX) - (20)) y: (0)\n    show\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (40)\n    end\nelse\n    hide\nend\n\nwhen I receive [startbutton v]\nhide\n\n@Left\n\nwhen I receive [menuupdate v]\nUpdate\n\nwhen flag clicked\nhide\n\ndefine Update\nif <<<<<<(-MainMenuRoom) = [2]> and <(-LevelSelectScroll) > [0]>> and <(-LevelMapHaveTarget) = [0]>> and <(-TransitionScenes) = [0]>> and <(-CurrentlySaveLoad) = [0]>> and <(-CrystalScoreEarned) = [0]>> then\n    go to x: ((20) - (--CanvasSizeX)) y: (0)\n    show\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (40)\n    end\nelse\n    hide\nend\n\nwhen I receive [startbutton v]\nhide\n\n@Back to MM\n\nwhen I receive [levelselected v]\nhide\n\nwhen I receive [unselectlevel v]\nshow\n\nwhen I receive [startlevel v]\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [-mainmenuroom v] to [1]\n    broadcast (ClickButton v)\n    broadcast (StartMenu v)\nend\n\nwhen I receive [saveok v]\nshow\n\nwhen I receive [engineinit v]\nhide\ngo to x: (-100) y: ((35) - (--CanvasSizeY))\n\nwhen I receive [startmenu v]\nhide\n\nwhen I receive [save v]\nhide\n\nwhen I receive [showlevelselectbuttons v]\nwait (0) seconds\nshow\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@OKsave\n\nwhen I receive [deletealldata v]\ndelete all of [save data \(triple click & ctrl+c then paste into .txt file on your device\) v]\n\nwhen this sprite clicked\nhide\nbroadcast (ClickButton v)\nshow list [save data \(triple click & ctrl+c then paste into .txt file on your device\) v]\nbroadcast (SaveOK v)\nset [-currentlysaveload v] to [0]\n\nwhen I receive [save v]\nshow\nhide list [save data \(triple click & ctrl+c then paste into .txt file on your device\) v]\n\nwhen I receive [engineinit v]\nshow list [save data \(triple click & ctrl+c then paste into .txt file on your device\) v]\ngo to x: (0) y: ((33) - (--CanvasSizeY))\nhide\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@Save\n\nwhen I receive [levelselected v]\nhide\n\nwhen I receive [unselectlevel v]\nshow\n\nwhen I receive [startlevel v]\nhide\n\nwhen this sprite clicked\nset [-currentlysaveload v] to [1]\nbroadcast (ClickButton v)\nhide\nSave\nbroadcast (Save v)\n\nwhen I receive [saveok v]\nshow\n\nwhen I receive [engineinit v]\nset [-currentlysaveload v] to [0]\nhide\ngo to x: (100) y: ((35) - (--CanvasSizeY))\n\ndefine Save\nset [-saveloadtemp v] to []\nset [-saveloaditer v] to [0]\nset [-saveloadsecnum v] to [4324]\nset [-saveloadtemp v] to (join (-SaveLoadTemp) (join (-LevelsCompleted) [;]))\nset [--perctangecompleted v] to ((-LevelsCompleted) * (7))\nrepeat (10)\n    change [-saveloaditer v] by (1)\n    set [-saveloadgetid v] to (((-SaveLoadIter) - (1)) * (-NumberOfLevelData))\n    set [-saveloadtemp v] to (join (-SaveLoadTemp) (join (join (item ((-SaveLoadGetID) + (1)) of [-leveldata v]) [;]) (join (join (item ((-SaveLoadGetID) + (3)) of [-leveldata v]) [;]) (join (item ((-SaveLoadGetID) + (9)) of [-leveldata v]) [;]))))\n    set [-saveloadsecnum v] to (((-SaveLoadSecNum) * ((((-LevelsCompleted) * (311)) + (item ((-SaveLoadGetID) + (1)) of [-leveldata v])) + (((item ((-SaveLoadGetID) + (3)) of [-leveldata v]) * (100)) + (((item ((-SaveLoadGetID) + (9)) of [-leveldata v]) + (17)) * (375499))))) mod (99719))\n    if <(item ((-SaveLoadGetID) + (7)) of [-leveldata v]) = [-1]> then\n        change [--perctangecompleted v] by ((<not <(item ((-SaveLoadGetID) + (3)) of [-leveldata v]) = [-1]>> * (3)) + (<not <(item ((-SaveLoadGetID) + (1)) of [-leveldata v]) < (item ((-SaveLoadGetID) + (2)) of [-leveldata v])>> * (3)))\n    end\nend\nif <(--PerctangeCompleted) = [99]> then\n    set [--perctangecompleted v] to [100b]\nend\nset [-saveloadtemp v] to (join (-SaveLoadTemp) (join (-SaveLoadSecNum) [;]))\ndelete all of [save data \(triple click & ctrl+c then paste into .txt file on your device\) v]\nadd (-SaveLoadTemp) to [save data \(triple click & ctrl+c then paste into .txt file on your device\) v]\n\nwhen I receive [startmenu v]\nhide\n\nwhen I receive [save v]\nhide\n\nwhen I receive [showlevelselectbuttons v]\nwait (0) seconds\nshow\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\n@low\n\nwhen I receive [engineinit v]\nswitch costume to (off v)\nhide\n\nwhen I receive [options v]\ngo to x: (-35) y: (16)\nshow\n\nwhen this sprite clicked\nbroadcast (Low v)\nbroadcast (ClickButton v)\n\nwhen I receive [low v]\nswitch costume to (on v)\n\nwhen I receive [high v]\nswitch costume to (off v)\n\nwhen I receive [medium v]\nswitch costume to (off v)\n\nwhen I receive [optionsback v]\nhide\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@medium\n\nwhen I receive [engineinit v]\nswitch costume to (off v)\nhide\n\nwhen I receive [options v]\ngo to x: (55) y: (16)\nshow\n\nwhen this sprite clicked\nbroadcast (Medium v)\nbroadcast (ClickButton v)\n\nwhen I receive [low v]\nswitch costume to (off v)\n\nwhen I receive [high v]\nswitch costume to (off v)\n\nwhen I receive [medium v]\nswitch costume to (on v)\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [optionsback v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@high\n\nwhen I receive [engineinit v]\nswitch costume to (off v)\nhide\n\nwhen I receive [options v]\ngo to x: (145) y: (16)\nshow\n\nwhen this sprite clicked\nbroadcast (High v)\nbroadcast (ClickButton v)\n\nwhen I receive [low v]\nswitch costume to (off v)\n\nwhen I receive [high v]\nswitch costume to (on v)\n\nwhen I receive [medium v]\nswitch costume to (off v)\n\nwhen I receive [optionsback v]\nhide\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@Resume\n\nwhen flag clicked\nhide\n\nwhen I receive [optionsbackingame v]\nshow\n\nwhen this sprite clicked\nset volume to (SFX Volume) %\nif <(-TransitionScenes) = [0]> then\n    set [--pausegame v] to [0]\n    broadcast (Pause v)\nend\n\nwhen I receive [pause v]\nset volume to (SFX Volume) %\nif <(--PauseGame) = [1]> then\n    start sound [Pause v]\n    go to x: (0) y: (50)\n    show\nelse\n    start sound [Pause2 v]\n    hide\nend\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [areyousure v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [pauseupdate v]\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@QuitLevel\n\nwhen I receive [optionsbackingame v]\nshow\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    hide\n    set [-ingamemenu v] to [3]\n    wait (0) seconds\n    broadcast (ClickButton v)\n    broadcast (AreYouSure v)\nend\n\nwhen I receive [pause v]\nif <(--PauseGame) = [1]> then\n    go to x: (0) y: (-100)\n    show\nelse\n    hide\nend\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [pauseupdate v]\nPU\n\nwhen flag clicked\nhide\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@ResetLevel\n\nwhen flag clicked\nhide\n\nwhen I receive [optionsbackingame v]\nshow\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [--pausegame v] to [0]\n    broadcast (Pause v)\n    set [-resetstate v] to [0]\n    set [-resetmode v] to [1]\n    set [-deadstate v] to [0]\nend\n\nwhen I receive [pause v]\nif <(--PauseGame) = [1]> then\n    switch costume to (join [Reset] (-TimeTrialLevel))\n    go to x: (0) y: (-50)\n    show\nelse\n    hide\nend\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [areyousure v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [pauseupdate v]\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@Yes\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [--pausegame v] to [0]\n    broadcast (Pause v) and wait\n    set [-transitionscenes v] to [3]\n    set [-transitionscenestate v] to [0]\nend\n\nwhen I receive [areyousure v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [pauseupdate v]\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@No\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    set [-ingamemenu v] to [1]\n    broadcast (ClickButton v)\n    hide\n    broadcast (OptionsBackInGame v)\nend\n\nwhen I receive [areyousure v]\ngo to x: (0) y: (-50)\nshow\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [pauseupdate v]\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\n@FinishTimeTrial\n\nwhen I receive [timetrialfinished v]\nshow\ngo to x: (0) y: ((70) - (--CanvasSizeY))\n\nwhen this sprite clicked\nif <(-TransitionScenes) = [0]> then\n    hide\n    set [-transitionscenes v] to [3]\n    set [-transitionscenestate v] to [0]\n    broadcast (ClickButton v)\nend\n\nwhen I receive [engineinit v]\nhide\n\ndefine Post Draw\nif <<not <(-TimeTrialFinished) = [-1]>> and <(-TimeTrialLevel) = [1]>> then\n    set [brightness v] effect to (<touching (mouse-pointer v)?> * (30))\nend\n\nwhen I receive [postdraw v]\nPost Draw\n\n@Crystal Earned\n\nwhen flag clicked\nhide\n\nwhen I receive [openlevelselect v]\nif <not <(-CrystalScoreEarned) = [0]>> then\n    go to x: (0) y: (0)\n    switch costume to (join [timeShard] (-CrystalScoreEarned))\n    set [ghost v] effect to (100)\n    set [-crystalgetstate v] to [0]\n    start sound [earnCrystal v]\nend\n\nwhen I receive [menuupdate v]\nUpdate\n\ndefine Update\nif <<not <(-CrystalScoreEarned) = [0]>> and <(-TransitionScenes) = [0]>> then\n    show\n    set size to ((((((--CanvasSizeY) - (30)) - (y position)) / (--CanvasSizeY)) * (100)) + (10)) %\n    if <(-CrystalGetState) < [1]> then\n        change [-crystalgetstate v] by (#DeltaTime)\n        set [ghost v] effect to (((1) - (-CrystalGetState)) * (100))\n    else\n        change x by ((#DeltaTime) * (((70) - (--CanvasSizeX)) - (x position)))\n        change y by ((#DeltaTime) * (((--CanvasSizeY) - (30)) - (y position)))\n        if <([abs v] of (((--CanvasSizeY) - (40)) - (y position)) ) < [5]> then\n            set [-crystalscoreearned v] to [0]\n            broadcast (ShowLevelSelectButtons v)\n            hide\n        end\n    end\nend\n\n@Logo\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [startmenu v]\nset size to (50) %\nshow\ngo to x: ((125) - (--CanvasSizeX)) y: (110)\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [startlevel v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [optionsback v]\nshow\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [newgame v]\nhide\n\n@Start Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [optionsback v]\nshow\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [startmenu v]\nset size to ((--CanvasSizeX) / (2)) %\ngo to x: (100) y: ((120) - ((--CanvasSizeX) / (2)))\nshow\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\nswitch costume to (join [A] ([floor v] of ((((timer) * (15)) mod (50)) + (1)) ))\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [startlevel v]\nhide\n\n@Story\n\nwhen I receive [newgame v]\nshow\nswitch costume to (s1 v)\ngo to x: (0) y: (0)\nset [!storypart v] to [1]\nset [-mainmenuroom v] to [5]\n\nwhen flag clicked\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [changestorypart v]\nChange Story\n\ndefine Change Story\nif <(-TransitionScenes) = [0]> then\n    broadcast (ClickButton v)\n    change [!storypart v] by (1)\n    if <(!StoryPart) > [4]> then\n        broadcast (NewGameOpenLevel v)\n    else\n        next costume\n    end\nend\n\nwhen this sprite clicked\nChange Story\n\nwhen I receive [startlevel v]\nhide\n\n@version\n\nwhen flag clicked\nhide\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [startmenu v]\ngo to x: (--CanvasSizeX) y: (() - (--CanvasSizeY))\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [optionsback v]\nshow\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\nwhen I receive [loadcustomlevel v]\nhide\n\n@PC_Controls\n\nwhen I receive [engineinit v]\nswitch costume to (pc_on v)\nhide\n\nwhen I receive [options v]\ngo to x: (-115) y: (-80)\nshow\n\nwhen this sprite clicked\nswitch costume to (pc_on v)\nbroadcast (PC_Controls v)\nbroadcast (ClickButton v)\n\nwhen I receive [optionsback v]\nhide\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\nwhen I receive [mobile_controls v]\nswitch costume to (pc_off v)\n\nwhen I receive [pc_controls v]\nset [--mobilecontrols v] to [0]\nswitch costume to (pc_on v)\n\n@Mobile_controls\n\nwhen I receive [engineinit v]\nswitch costume to (mobile_off v)\nhide\n\nwhen I receive [options v]\ngo to x: (115) y: (-80)\nshow\n\nwhen this sprite clicked\nswitch costume to (mobile_on v)\nbroadcast (Mobile_Controls v)\nbroadcast (ClickButton v)\n\nwhen I receive [optionsback v]\nhide\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\nwhen I receive [pc_controls v]\nswitch costume to (mobile_off v)\n\nwhen I receive [mobile_controls v]\nset [--mobilecontrols v] to [1]\nswitch costume to (mobile_on v)\n\n@DynamicON\n\nwhen I receive [engineinit v]\nswitch costume to (off v)\nhide\n\nwhen I receive [options v]\ngo to x: (55) y: (-31)\nshow\n\nwhen this sprite clicked\nbroadcast (DynamicON v)\nbroadcast (ClickButton v)\n\nwhen I receive [optionsback v]\nhide\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\nwhen I receive [dynamicon v]\nset [-dynamiccameraactive v] to [1]\nswitch costume to (on v)\n\nwhen I receive [dynamicoff v]\nswitch costume to (off v)\n\n@DynamicON2\n\nwhen I receive [engineinit v]\nswitch costume to (off v)\nhide\n\nwhen I receive [options v]\ngo to x: (145) y: (-31)\nshow\n\nwhen this sprite clicked\nbroadcast (DynamicOFF v)\nbroadcast (ClickButton v)\n\nwhen I receive [optionsback v]\nhide\n\nwhen I receive [optionsbackingame v]\nhide\n\nwhen I receive [pause v]\nif <(--PauseGame) = [0]> then\n    hide\nend\n\nwhen I receive [menuupdate v]\nPU\n\nwhen I receive [pauseupdate v]\nPU\n\ndefine PU\nset [brightness v] effect to ((30) * <touching (mouse-pointer v)?>)\n\nwhen I receive [dynamicon v]\nswitch costume to (off v)\n\nwhen I receive [dynamicoff v]\nset [-dynamiccameraactive v] to [0]\nswitch costume to (on v)\n\n@LevelButton\n\nwhen I receive [startmenu v]\nshow\ngo to x: ((120) - (--CanvasSizeX)) y: (-110)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <<(-CurrentlySaveLoad) = [0]> and <(-TransitionScenes) = [0]>> then\n    broadcast (LoadCustomLevel v)\nend\n\nwhen I receive [startlevel v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [openlevelselect v]\nhide\n\nwhen I receive [optionsback v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [creditsback v]\nshow\n\nwhen I receive [menuupdate v]\nset [brightness v] effect to ((30) * <<touching (mouse-pointer v)?> and <(-TransitionScenes) = [0]>>)\n\nwhen I receive [newgame v]\nhide\n\nwhen I receive [menupredraw v]\nset [ghost v] effect to ((-TransitionSceneState) * (100))\n\n@Load custom level\n\nwhen I receive [loadcustomlevel v]\nset [-currentlysaveload v] to [1]\nask [Enter your custom level save code] and wait\nset [-currentlysaveload v] to [0]\nset [-customleveldata v] to (answer)\nif <<<<(length of (answer)) > [4]> and < (answer) contains [;]?>> and << (answer) contains [~]?> and < (answer) contains [|]?>>> and < (answer) contains [p]?>> then\n    broadcast (StartCustomLevel v)\nelse\n    start sound [invalid v]\nend\n\nwhen I receive [engineinit v]\nhide\n\nwhen I receive [deletealldata v]\nset [-customleveldata v] to []\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow list [turbowarp link \(triple click & ctrl+c then paste into url bar\) v]\n\n
Original by @InfinitelyEndless\nCheck out the project I remixed\nI mean, it is AWESOME, if it gets 5,000 loves (the original), it will be a sequel! (Meaning the person who made the game I remixed will make a second version of this :D) so go to theirs instead!!