[Statedef 8766]
type = S
physics = S
movetype = A
anim = 800
sprpriority = 2
velset = 0,0

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.

[State 800]
type = VelSet
trigger1 = AnimElem = 4
x = 7

[State 800]
type = VelSet
trigger1 = AnimElem = 8
x = 0 

[State 800, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12010

[State 6061,]
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12000

[State 6061]
type = HitDef
hitsound = s5,0
trigger1 = time >= 10
attr = S, ST
hitflag = MFD   
animtype  = Medium
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 1             ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;Doggy Penetrate
[Statedef 12000]
type    = S
movetype= A
physics = N
anim = 7236
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002,] 
type = PlaySnd
trigger1 = animelem = 2 || animelem = 4 || animelem = 6 || animelem = 8
value = 8150,3

; sigh
[State 6002,] 
type = PlaySnd
trigger1 = animelem = 10 
value = 4219,1

; first insertion
[State 6002,] 
type = PlaySnd
trigger1 = animelem = 10 
value = 5010, 23

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 0, 0

[State 0, Explod]
type = Explod
triggerall = anim = 7236
triggerall = numexplod(7235) = 0
trigger1 = 1
anim = 7235
ID = 7235
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 10
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -5
kill = 0

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = time = 200
value = 12011

[State 810, State End]
type = ChangeState
trigger1 = time = 200
value = 12001

;------------------------------------------------------------------------------------------
;Doggy slow	FVARS 16 AND 32 ARE AVAILABLE
[Statedef 12001]
type    = S
movetype= A
physics = N
anim = 3345
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12021
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12041
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12061
trigger1 = time = 0
value = 1, 0

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

;?v???C???[???(Aggressor Voice)
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4219,21 + random % 3
volume = 5000

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 7235

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 0, 0


[State 0, Explod]
type = Explod
triggerall = anim = 3345
triggerall = numexplod(2225) = 0
trigger1 = 1
anim = 2225
ID = 2225
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12012

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12002

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = Time >= 300
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = Time >= 300
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = Time >= 300
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = Time >= 300
value = 12041

;------------------------------------------------------------------------------------------
;Doggy med
[Statedef 12002]
type    = S
movetype= A
physics = N
anim = 3346
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12022
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12042
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12062
trigger1 = time = 0
value = 1, 0

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

;?v???C???[???(Aggressor Voice)
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4219,21 + random % 3
volume = 5000

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2225

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 0, 0


[State 0, Explod]
type = Explod
triggerall = anim = 3346
triggerall = numexplod(2226) = 0
trigger1 = 1
anim = 2226
ID = 2226
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12011

[State 810, State End]
type = ChangeState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12001

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12013

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12003

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = Time >= 300
value = 12032

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = Time >= 300
value = 12022

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = Time >= 300
value = 12052

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = Time >= 300
value = 12042

;------------------------------------------------------------------------------------------
;Doggy fast
[Statedef 12003]
type    = S
movetype= A
physics = N
anim = 3347
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12023
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12043
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12063
trigger1 = time = 0
value = 1, 0

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

;?v???C???[???(Aggressor Voice)
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4219,21 + random % 3
volume = 5000

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2226

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 0, 0


[State 0, Explod]
type = Explod
triggerall = anim = 3347
triggerall = numexplod(2227) = 0
trigger1 = 1
anim = 2227
ID = 2227
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "b"
value = 12012

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "b"
value = 12002

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "x"
value = 12014

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "x"
value = 12004

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "y"
value = 12015

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "y"
value = 12005

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = Time >= 300
value = 12033

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = Time >= 300
value = 12023

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = Time >= 300
value = 12053

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = Time >= 300
value = 12043

;------------------------------------------------------------------------------------------
;Doggy Cum
[Statedef 12004]
type    = S
movetype= A
physics = N
anim = 3348
poweradd = 0
ctrl = 0
sprpriority = 1

[State 6005]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6005, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 8

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4218,21 + random % 3

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 32
trigger1 = random%9 = 0
value = 2,20

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 0, 6

[State 6005, EnvShake]
type = EnvShake
;triggerall = command = "hold_c" ||  var(35) = 1
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
time = 10
ampl = -1
freq = 30

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 0, 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2227

[State 0, Explod]
type = Explod
triggerall = anim = 3348
triggerall = numexplod(2228) = 0
trigger1 = 1
anim = 2228
ID = 2228
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 6005, Explod]
type = Explod
trigger1 = AnimElem = 34
anim = 18304
scale = const(size.xscale),const(size.yscale)
pos = 0, -20
postype = p1
removetime = -2
sprpriority = 1
bindtime = 1
ownpal = 1

[State 6005, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 12011
scale = .30, .30
pos = -80, -20
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
ownpal = 1

[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = 12
[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = 35

[State 910]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = -10
kill = 0
[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = -5

[State 910, Hurt 11]
type = TargetPowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 0
fv = 16
value = 0

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = enemy,AnimExist(19230) = 1
trigger1 = animtime = 0
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = enemy,AnimExist(19230) = 1
trigger1 = animtime = 0
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = animtime = 0
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = enemy,AnimExist(12250) = 1
trigger1 = animtime = 0
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = animtime = 0
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = enemy,AnimExist(17230) = 1
trigger1 = animtime = 0
value = 12041

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "hold_z"
trigger1 = enemy,AnimExist(19230) = 1
trigger1 = animtime = 0
value = 12081

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "hold_z"
trigger1 = enemy,AnimExist(19230) = 1
trigger1 = animtime = 0
value = 12091

[State 810, Throw 11]
type = TargetState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 30091

[State 810, State End]
type = ChangeState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 810, Throw 11]
type = TargetState
triggerall = matchover = 1
trigger1 = time = 371
value = 4001

[State 810, State End]
type = ChangeState
triggerall = matchover = 1
trigger1 = time = 371
value = 4000

;---------------------------------------------------------------------------
;Doggy Raped Penetrate
[Statedef 12010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2233

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218, 23

;Doggy Raped slow
[Statedef 12011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12350

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12353

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12354

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12355

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12353

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12354

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12355

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2235

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Doggy Raped med
[Statedef 12012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12351

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2236

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Doggy Raped fast
[Statedef 12013]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12352

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2237

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;---------------------------------------------------------------------------
;Doggy Raped Cum
[Statedef 12014]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2238

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4218, 21+random % 2

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218, 23