//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

   // BEGIN: ProxMine Sequences
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Back.dae Back", "ProxMine_Back", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Backward.dae Crouch_Backward", "ProxMine_Crouch_Backward", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Forward.dae Crouch_Forward", "ProxMine_Crouch_Forward", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Side.dae Crouch_Side", "ProxMine_Crouch_Side", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Crouch_Root.dae Crouch_Root", "ProxMine_Crouch_Root", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Death1.dae Death1", "ProxMine_Death1", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Death2.dae Death2", "ProxMine_Death2", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Fall.dae Fall", "ProxMine_Fall", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Head.dae Head", "ProxMine_Head", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Jump.dae Jump", "ProxMine_Jump", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Land.dae Land", "ProxMine_Land", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Look.dae Look", "ProxMine_Look", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Reload.dae Reload", "ProxMine_Reload", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Fire.dae Fire", "ProxMine_Fire", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Fire_Release.dae Fire_Release", "ProxMine_Fire_Release", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Root.dae Root", "ProxMine_Root", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Run.dae Run", "ProxMine_Run", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Side.dae Side", "ProxMine_Side", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Sitting.dae Sitting", "ProxMine_Sitting", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Backward.dae Swim_Backward", "ProxMine_Swim_Backward", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Forward.dae Swim_Forward", "ProxMine_Swim_Forward", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Root.dae Swim_Root", "ProxMine_Swim_Root", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Left.dae Swim_Left", "ProxMine_Swim_Left", 0, -1);
   %this.addSequence( "art/shapes/weapons/ProxMine/PlayerAnims/PlayerAnim_ProxMine_Swim_Right.dae Swim_Right", "ProxMine_Swim_Right", 0, -1);
   
   %this.setSequenceCyclic( "ProxMine_Back", true);
   %this.setSequenceCyclic( "ProxMine_Crouch_Backward", true);
   %this.setSequenceCyclic( "ProxMine_Crouch_Forward", true);
   %this.setSequenceCyclic( "ProxMine_Crouch_Side", true);
   %this.setSequenceCyclic( "ProxMine_Crouch_Root", true);
   %this.setSequenceCyclic( "ProxMine_Death1", false);
   %this.setSequenceCyclic( "ProxMine_Death2", false);
   %this.setSequenceCyclic( "ProxMine_Fall", true);
   %this.setSequenceCyclic( "ProxMine_Head", false);
   %this.setSequenceCyclic( "ProxMine_Jump", false);
   %this.setSequenceCyclic( "ProxMine_Land", false);
   %this.setSequenceCyclic( "ProxMine_Look", false);
   %this.setSequenceCyclic( "ProxMine_Reload", false);
   %this.setSequenceCyclic( "ProxMine_Fire", false);
   %this.setSequenceCyclic( "ProxMine_Fire_Release", false);
   %this.setSequenceCyclic( "ProxMine_Root", true);
   %this.setSequenceCyclic( "ProxMine_Run", true);
   %this.setSequenceCyclic( "ProxMine_Side", true);
   %this.setSequenceCyclic( "ProxMine_Sitting", true);
   %this.setSequenceCyclic( "ProxMine_Swim_Backward", true);
   %this.setSequenceCyclic( "ProxMine_Swim_Forward", true);
   %this.setSequenceCyclic( "ProxMine_Swim_Root", true);
   %this.setSequenceCyclic( "ProxMine_Swim_Left", true);
   %this.setSequenceCyclic( "ProxMine_Swim_Right", true);

   %this.setSequenceBlend( "ProxMine_Head", "1", "ProxMine_Root", "0");
   %this.setSequenceBlend( "ProxMine_Look", "1", "ProxMine_Root", "0");
   %this.setSequenceBlend( "ProxMine_Reload", "1", "ProxMine_Root", "0");
   %this.setSequenceBlend( "ProxMine_Fire", "1", "ProxMine_Root", "0");
   %this.setSequenceBlend( "ProxMine_Fire_Release", "1", "ProxMine_Root", "0");

   %this.setSequenceGroundSpeed( "ProxMine_Back", "0 -3.6 0");
   %this.setSequenceGroundSpeed( "ProxMine_Run", "0 5.0 0");
   %this.setSequenceGroundSpeed( "ProxMine_Side", "3.6 0 0");
   %this.setSequenceGroundSpeed( "ProxMine_Swim_Backward", "0 -1 0");
   %this.setSequenceGroundSpeed( "ProxMine_Swim_Forward", "0 1 0");
   %this.setSequenceGroundSpeed( "ProxMine_Swim_Left", "1 0 0");
   %this.setSequenceGroundSpeed( "ProxMine_Swim_Right", "-1 0 0");
   %this.setSequenceGroundSpeed( "ProxMine_Crouch_Backward", "0 -2 0");
   %this.setSequenceGroundSpeed( "ProxMine_Crouch_Forward", "0 2 0");
   %this.setSequenceGroundSpeed( "ProxMine_Crouch_Side", "1 0 0");
   // END: ProxMine Sequences
