ANIMATION_STATES
{
	STATE
	{
		NAME	"IDLE"
		ANIMATION	"characters/sandscreamer01_idle01"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	4
			LEADOUT	4
		}
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK"
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"STUNNED"
			TO	"STUNNED"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"RISE"
			TO	"RISE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"SWEEP"
			TO	"SWEEP_A"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"WALK"
		ANIMATION	"characters/sandscreamer01_walk01"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"IDLE"
			TO	"IDLE"
			LEADIN	4
			LEADOUT	4
		}
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK"
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"STUNNED"
			TO	"STUNNED"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"SWEEP"
			TO	"SWEEP_A"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"ATTACK"
		ANIMATION	"characters/sandscreamer01_atk01"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	2
			LEADOUT	2
			FRAMECONDITION	40 44
		}
		TRANSITION
		{
			SIGNAL	"STUNNED"
			TO	"STUNNED"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"IDLE"
			LEADIN	0
			LEADOUT	0
		}
		TRANSITION
		{
			SIGNAL	"BLOCK"
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"BLOCK"
		ANIMATION	"characters/sandscreamer01_block01_mid"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	10
			LEADOUT	10
		}
		TRANSITION
		{
			SIGNAL	"IDLE"
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"STUNNED"
			TO	"STUNNED"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_EXT"
			TO	"BLOCK_EXT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	5
			LEADOUT	5
		}
		TRANSITION
		{
			SIGNAL	"SWEEP"
			TO	"SWEEP_A"
			LEADIN	5
			LEADOUT	5
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"STUNNED"
		ANIMATION	"characters/sandscreamer01_idle01"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK"
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"IDLE"
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"SWEEP"
			TO	"SWEEP_A"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"KNOCKBACK"
		ANIMATION	"characters/sandscreamer01_hit01"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK"
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"IDLE"
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"STUNNED"
			TO	"STUNNED"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"SWEEP"
			TO	"COMBO"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"DIE"
		ANIMATION	"characters/sandscreamer01_death01"
		ROTATION	[0 0 0]
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"EMPTY"
			LEADIN	0
			LEADOUT	0
		}
	}
	STATE
	{
		NAME	"RISE"
		ANIMATION	"characters/sandscreamer01_spawn01"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"IDLE"
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"BLOCK_ENT"
		ANIMATION	"characters/sandscreamer01_block01_ent"
		ROTATION	[0 0 0]
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"BLOCK_EXT"
		ANIMATION	"characters/sandscreamer01_block01_ext"
		ROTATION	[0 0 0]
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	5
			LEADOUT	45
		}
		TRANSITION
		{
			SIGNAL	"SWEEP"
			TO	"SWEEP_A"
			LEADIN	5
			LEADOUT	45
		}
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	5
			LEADOUT	45
		}
	}
	STATE
	{
		NAME	"COMBO"
		ANIMATION	"characters/sandscreamer01_atkcmbo01_a"
		ROTATION	[0 0 0]
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"COMBO_B"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"COMBO_B"
		ANIMATION	"characters/sandscreamer01_atkcmbo01_b"
		ROTATION	[0 0 0]
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"COMBO_C"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"COMBO_C"
		ANIMATION	"characters/sandscreamer01_atkcmbo01_c"
		ROTATION	[0 0 0]
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"SWEEP_A"
		ANIMATION	"characters/sandscreamer01_atk360_a"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"SWEEP_B"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"SWEEP_B"
		ANIMATION	"characters/sandscreamer01_atk360_b"
		ROTATION	[0 0 0]
		TRANSITION
		{
			ENDTRANSITION	1
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"EMPTY"
		ANIMATION	""
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK"
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_EXT"
			TO	"BLOCK_EXT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"IDLE"
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"RISE"
			TO	"RISE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"STUNNED"
			TO	"STUNNED"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK_B"
			TO	"WALK_B"
			LEADIN	2
			LEADOUT	2
		}
	}
	STATE
	{
		NAME	"WALK_B"
		ANIMATION	"characters/sandscreamer01_walkb"
		ROTATION	[0 0 0]
		TRANSITION
		{
			SIGNAL	"ATTACK"
			TO	"ATTACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK"
			TO	"BLOCK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"BLOCK_ENT"
			TO	"BLOCK_ENT"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"COMBO"
			TO	"COMBO"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"DIE"
			TO	"DIE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"IDLE"
			TO	"IDLE"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"KNOCKBACK"
			TO	"KNOCKBACK"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"SWEEP"
			TO	"SWEEP_A"
			LEADIN	2
			LEADOUT	2
		}
		TRANSITION
		{
			SIGNAL	"WALK"
			TO	"WALK"
			LEADIN	2
			LEADOUT	2
		}
	}
}
