| code
				 stringlengths 0 56.1M | repo_name
				 stringclasses 515
				values | path
				 stringlengths 2 147 | language
				 stringclasses 447
				values | license
				 stringclasses 7
				values | size
				 int64 0 56.8M | 
|---|---|---|---|---|---|
| 
	###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs     diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following 
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln       merge=binary
#*.csproj    merge=binary
#*.vbproj    merge=binary
#*.vcxproj   merge=binary
#*.vcproj    merge=binary
#*.dbproj    merge=binary
#*.fsproj    merge=binary
#*.lsproj    merge=binary
#*.wixproj   merge=binary
#*.modelproj merge=binary
#*.sqlproj   merge=binary
#*.wwaproj   merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg   binary
#*.png   binary
#*.gif   binary
###############################################################################
# diff behavior for common document formats
# 
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the 
# entries below.
###############################################################################
#*.doc   diff=astextplain
#*.DOC   diff=astextplain
#*.docx  diff=astextplain
#*.DOCX  diff=astextplain
#*.dot   diff=astextplain
#*.DOT   diff=astextplain
#*.pdf   diff=astextplain
#*.PDF   diff=astextplain
#*.rtf   diff=astextplain
#*.RTF   diff=astextplain
 | 
	escalera666/rimworld | 
	.gitattributes | 
	Git | 
	unknown | 2,518 | 
| 
	## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- Backup*.rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# JetBrains Rider
.idea/
*.sln.iml
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
/Source/Patches/PawnAnimationPatches/HarmonyPatch_Pawn_DrawTracker.cs
/Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRotation.cs
/Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRenderer.cs
/Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs
/Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs
/Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs
/Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs
/Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs
/Source/Patches/ThingAnimationPatches/HarmonyPatch_ThingDrawAt.cs
/Defs/AnimationDefs/Animations_SexToys.xml
 | 
	escalera666/rimworld | 
	.gitignore | 
	Git | 
	unknown | 6,362 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
	<name>Rimworld-Animations</name>
	<author>C0ffee</author>
  <url>https://gitgud.io/c0ffeeeeeeee/rimworld-animations</url>
	<supportedVersions>
		<li>1.1</li>
    <li>1.2</li>
	</supportedVersions>
	<packageId>c0ffee.rimworld.animations</packageId>
	<modDependencies>
		<li>
			<packageId>brrainz.harmony</packageId>
			<displayName>Harmony</displayName>
			<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
			<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>
		</li>
		<li>
			<packageId>UnlimitedHugs.HugsLib</packageId>
			<displayName>HugsLib</displayName>
			<downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl>
			<steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl>
		</li>
    <li>
      <packageId>rim.job.world</packageId>
      <displayName>RimJobWorld</displayName>
      <downloadUrl>https://www.loverslab.com/topic/110270-mod-rimjobworld/</downloadUrl>
    </li>
	</modDependencies>
	<loadAfter>
		<li>UnlimitedHugs.HugsLib</li>
		<li>brrainz.harmony</li>
    <li>rim.job.world</li>
	</loadAfter>
	<description>
    Rimworld Animations! Hurray!
    Questions or bugs?
    Chat with me on the forums: https://www.loverslab.com/topic/140386-rjw-animations/
    Or on the rjw discord: https://discord.gg/CXwHhv8
  </description>
</ModMetaData>
 | 
	escalera666/rimworld | 
	About/About.xml | 
	XML | 
	unknown | 1,440 | 
| 
	<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Manifest>
  <identifier>Rimworld-Animations</identifier>
  <version>1.1.2</version>
</Manifest> | 
	escalera666/rimworld | 
	About/Manifest.xml | 
	XML | 
	unknown | 155 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <Rimworld_Animations.AnimationDef>
    <defName>Dog_Doggystyle</defName>
    <label>dog doggystyle</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Anal</li>
      <li>Vaginal</li>
    </sexTypes>
    <interactionDefTypes>
      <li>VaginalBreeding</li>
      <li>AnalBreeding</li>
    </interactionDefTypes>
    
    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
      </li>
      <li>
        <defNames>
          <li>Wolf_Timber</li>
          <li>Wolf_Arctic</li>
          <li>Whitefox</li>
          <li>Warg</li>
          <li>Husky</li>
          <li>LabradorRetriever</li>
          <!--Animals Expanded-->
          <li>AEXP_WelshTerrier</li>
          <li>AEXP_Rottweiler</li>
          <li>AEXP_Poodle</li>
          <li>AEXP_GreatDane</li>
          <li>AEXP_GermanShepherd</li>
          <li>AEXP_FrenchBulldog</li>
          <li>AEXP_Corgi</li>
          <li>AEXP_CatAbyssinian</li>
          <li>AEXP_CatBengal</li>
          <li>AEXP_CatMaineCoon</li>
          <li>AEXP_CatSphynx</li>
        </defNames>
        <bodyDefTypes>
          <li>QuadrupedAnimalWithHooves</li>
          <li>QuadrupedAnimalWithPawsAndTail</li>
        </bodyDefTypes>
        <isFucking>true</isFucking>
        <initiator>true</initiator>
      </li>
    </actors>
    
    <animationStages>
      <li>
        <stageName>Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>765</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>27.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <!--Receiving Human-->
                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <!--Dog-->
                <tickDuration>8</tickDuration>
                <bodyAngle>-33.7</bodyAngle>
                <headAngle>0</headAngle> <!--Dogs don't have separate head meshes-->
                <bodyOffsetX>-0.492</bodyOffsetX>
                <bodyOffsetZ>0.266</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing> <!--Dogs don't have separate head meshes-->
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>8</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-33.7</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.492</bodyOffsetX>
                <bodyOffsetZ>0.266</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Knot</stageName>
        <isLooping>False</isLooping>
        <playTimeTicks>71</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <quiver>true</quiver>
                <tickDuration>60</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <soundEffect>Cum</soundEffect>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>28.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>51.7</bodyAngle>
                <headAngle>33.4</headAngle>
                <bodyOffsetX>0.098</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <!--Dog-->
                <tickDuration>60</tickDuration>
                <bodyAngle>-33.7</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.492</bodyOffsetX>
                <bodyOffsetZ>0.266</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>-41.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.383</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          
          
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>600</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <soundEffect>Cum</soundEffect>
                <bodyAngle>57.7</bodyAngle>
                <headAngle>28.4</headAngle>
                <bodyOffsetX>0.073</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>25.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <!--Dog-->
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-40.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.358</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-40.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.358</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-40.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.358</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-40.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.358</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-39.6</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.353</bodyOffsetX>
                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
  <Rimworld_Animations.AnimationDef>
    <defName>Horse_Cowgirl</defName>
    <label>HorseCowgirl</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Anal</li>
      <li>Vaginal</li>
    </sexTypes>
    <interactionDefTypes>
      <li>RequestVaginalBreeding</li>
      <li>RequestAnalBreeding</li>
    </interactionDefTypes>
    
    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
        <initiator>true</initiator>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>
      </li>
      <li>
        <defNames>
          <li>Horse</li>
        </defNames>
        <bodyDefTypes>
          <li>QuadrupedAnimalWithHooves</li>
        </bodyDefTypes>
        <isFucking>true</isFucking>
      </li>
    </actors>
    
    <animationStages>
      <li>
        <stageName>Insertion</stageName>
        <isLooping>false</isLooping>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>180</tickDuration>
                <bodyAngle>-24.337</bodyAngle>
                <headAngle>-37.1218948</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.698042035</bodyOffsetZ>
                <bodyOffsetX>-0.20718734</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>70</tickDuration>
                <bodyAngle>-2.54239845</bodyAngle>
                <headAngle>7.31265259</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.606091142</bodyOffsetZ>
                <bodyOffsetX>-0.045959726</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-4.84361649</bodyAngle>
                <headAngle>-23.6405125</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.650456548</bodyOffsetZ>
                <bodyOffsetX>-0.0570534021</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-35.01766</bodyAngle>
                <headAngle>-26.3706665</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.455286169</bodyOffsetZ>
                <bodyOffsetX>-0.3646413</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>250</tickDuration>
                <bodyAngle>177.083145</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.256229281</bodyOffsetZ>
                <bodyOffsetX>-0.362511069</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <soundEffect />
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>179.6811</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.267210543</bodyOffsetZ>
                <bodyOffsetX>-0.3991253</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>SlowFuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>1300</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>-35.01766</bodyAngle>
                <headAngle>-26.3706665</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.455286169</bodyOffsetZ>
                <bodyOffsetX>-0.3646413</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>49</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-35.7418823</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-35.01766</bodyAngle>
                <headAngle>-26.3706665</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.455286169</bodyOffsetZ>
                <bodyOffsetX>-0.3646413</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Fuck</soundEffect>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
          <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>179.6811</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.267210543</bodyOffsetZ>
                <bodyOffsetX>-0.3991253</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>49</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>179.6811</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.267210543</bodyOffsetZ>
                <bodyOffsetX>-0.3991253</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Transition</stageName>
        <isLooping>false</isLooping>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>50</tickDuration>
                <bodyAngle>-35.01766</bodyAngle>
                <headAngle>-26.3706665</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.455286169</bodyOffsetZ>
                <bodyOffsetX>-0.3646413</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Fuck</soundEffect>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-35.7418823</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.48456946</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>50</tickDuration>
                <bodyAngle>179.6811</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.267210543</bodyOffsetZ>
                <bodyOffsetX>-0.3991253</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>175.467651</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.2123042</bodyOffsetZ>
                <bodyOffsetX>-0.5309518</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <soundEffect>Fuck</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>FastFuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>1260</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>24</tickDuration>
                <bodyAngle>175.467651</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.2123042</bodyOffsetZ>
                <bodyOffsetX>-0.5309518</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <soundEffect>Fuck</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>FasterFuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>418</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>175.467651</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.2123042</bodyOffsetZ>
                <bodyOffsetX>-0.5309518</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <soundEffect>Fuck</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>True</isLooping>
        <playTimeTicks>318</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                
              </li>
              <li>
                <quiver>true</quiver>
                <tickDuration>80</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-8.273987</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.506531835</bodyOffsetZ>
                <bodyOffsetX>-0.55575326</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Cum</soundEffect>
              </li>
              <li>
                <tickDuration>25</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>2.654541</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.5175133</bodyOffsetZ>
                <bodyOffsetX>-0.547725141</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-49.8178673</bodyAngle>
                <headAngle>-14.1647339</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.484569454</bodyOffsetZ>
                <bodyOffsetX>-0.489136577</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>175.467651</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.2123042</bodyOffsetZ>
                <bodyOffsetX>-0.5309518</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>25</tickDuration>
                <bodyAngle>173.81427</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.197662517</bodyOffsetZ>
                <bodyOffsetX>-0.545600235</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>177.981537</bodyAngle>
                <headAngle>0</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.24524799</bodyOffsetZ>
                <bodyOffsetX>-0.358849227</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
</Defs>
 | 
	escalera666/rimworld | 
	Defs/AnimationDefs/Animations_Beast.xml | 
	XML | 
	unknown | 83,676 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <Rimworld_Animations.AnimationDef>
    <defName>Tribadism</defName>
    <label>scissoring</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Scissoring</li>
    </sexTypes>
    <actors>
      
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
        <requiredGenitals>
          <li>Vagina</li>
        </requiredGenitals>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
        <initiator>true</initiator>
        <requiredGenitals>
          <li>Vagina</li>
        </requiredGenitals>
      </li>
      
    </actors>
    <animationStages>
      <li>
        <stageName>Tribbing</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>992</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <!--Passive female left-->
                <tickDuration>20</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-79.56</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-81.53</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <!--Active female right-->
                <tickDuration>20</tickDuration>
                <bodyAngle>9.97</bodyAngle>
                <headAngle>-7.61</headAngle>
                <bodyOffsetX>0.444</bodyOffsetX>
                <bodyOffsetZ>0.368</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>23.82</bodyAngle>
                <headAngle>-6.90</headAngle>
                <bodyOffsetX>0.432</bodyOffsetX>
                <bodyOffsetZ>0.403</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>5.19</bodyAngle>
                <headAngle>-6.19</headAngle>
                <bodyOffsetX>0.442</bodyOffsetX>
                <bodyOffsetZ>0.388</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>9.97</bodyAngle>
                <headAngle>-7.61</headAngle>
                <bodyOffsetX>0.444</bodyOffsetX>
                <bodyOffsetZ>0.368</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>TribadismFast</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>682</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-79.56</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-81.53</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-79.56</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-81.53</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-79.56</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-81.53</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-79.56</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-81.53</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <!--head turn-->
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-77.66</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-77.74</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <!--head turn-->
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-77.66</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-77.74</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <!--head turn-->
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-77.66</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-77.74</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <!--head turn-->
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-77.66</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-77.74</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <!--head turn-->
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-77.66</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-77.74</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <!--head turn-->
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-77.66</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-77.74</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-73.04</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <!--Passive female left-->
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-79.56</bodyAngle>
                <headAngle>-79.56</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.082</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>-81.53</bodyAngle>
                <headAngle>-81.53</headAngle>
                <bodyOffsetX>-0.219</bodyOffsetX>
                <bodyOffsetZ>0.07</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Slimy</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>-81.3</bodyAngle>
                <headAngle>-81.3</headAngle>
                <bodyOffsetX>-0.218</bodyOffsetX>
                <bodyOffsetZ>0.073</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <!--Active female right-->
                <tickDuration>10</tickDuration>
                <bodyAngle>9.97</bodyAngle>
                <headAngle>-7.61</headAngle>
                <bodyOffsetX>0.444</bodyOffsetX>
                <bodyOffsetZ>0.368</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>23.82</bodyAngle>
                <headAngle>-6.90</headAngle>
                <bodyOffsetX>0.432</bodyOffsetX>
                <bodyOffsetZ>0.403</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>5.19</bodyAngle>
                <headAngle>-6.19</headAngle>
                <bodyOffsetX>0.442</bodyOffsetX>
                <bodyOffsetZ>0.388</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>9.97</bodyAngle>
                <headAngle>-7.61</headAngle>
                <bodyOffsetX>0.444</bodyOffsetX>
                <bodyOffsetZ>0.368</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
  <Rimworld_Animations.AnimationDef>
    <defName>Cunnilingus</defName>
    <label>cunnilingus</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Oral</li>
      <li>Fingering</li>
      <li>Cunnilingus</li>
    </sexTypes>
    <interactionDefTypes>
      
      <li>Cunnilingus</li>
      <li>CunnilingusF</li>
      <li>CunnilingusRape</li>
      <li>CunnilingusRapeF</li>
      <li>Fingering</li>
      <li>FingeringF</li>
      <li>FingeringRape</li>
      <li>FingeringRapeF</li>
      <li>Fisting</li>
      <li>FistingF</li>
      <li>FistingRape</li>
      <li>FistingRapeF</li>
      
    </interactionDefTypes>
    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
        <requiredGenitals>
          <li>Vagina</li>
        </requiredGenitals>
        <bodyTypeOffset>
          <Hulk>(-0.2, 0.1)</Hulk>
        </bodyTypeOffset>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <initiator>true</initiator>
        <bodyTypeOffset>
          <Hulk>(-0.1, 0.15)</Hulk>
        </bodyTypeOffset>
      </li>
    </actors>
    <animationStages>
      <li>
        <stageName>Initial</stageName>
        <isLooping>False</isLooping>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-81.06536</bodyAngle>
                <headAngle>-56.4483032</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0624052179</bodyOffsetZ>
                <bodyOffsetX>-0.437134951</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0692383763</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-27.578373</bodyAngle>
                <headAngle>0.2816162</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.102704488</bodyOffsetZ>
                <bodyOffsetX>0.50675</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Slow</stageName>
        <isLooping>True</isLooping>
        <playTimeTicks>1497</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>98</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0692383763</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.26528</bodyAngle>
                <headAngle>-65.901825</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0737426062</bodyOffsetZ>
                <bodyOffsetX>-0.432820916</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0692383763</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>98</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0692383763</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.26528</bodyAngle>
                <headAngle>-65.901825</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0737426062</bodyOffsetZ>
                <bodyOffsetX>-0.432820916</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0692383763</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0692383763</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>120</tickDuration>
                <bodyAngle>-86.52611</bodyAngle>
                <headAngle>-68.86432</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.05432228</bodyOffsetZ>
                <bodyOffsetX>-0.439906</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-88.36286</bodyAngle>
                <headAngle>-84.3309</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06637782</bodyOffsetZ>
                <bodyOffsetX>-0.440140843</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0692383763</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>18</tickDuration>
                <bodyAngle>-41.1054764</bodyAngle>
                <headAngle>-10.1737061</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.04582855</bodyOffsetZ>
                <bodyOffsetX>0.462155169</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-38.1903877</bodyAngle>
                <headAngle>-31.6517334</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0384018831</bodyOffsetZ>
                <bodyOffsetX>0.4874894</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>18</tickDuration>
                <bodyAngle>-41.1054764</bodyAngle>
                <headAngle>-10.1737061</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.04582855</bodyOffsetZ>
                <bodyOffsetX>0.462155169</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-38.1903877</bodyAngle>
                <headAngle>-31.6517334</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0384018831</bodyOffsetZ>
                <bodyOffsetX>0.4874894</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-45.2595444</bodyAngle>
                <headAngle>-13.57782</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.009577712</bodyOffsetZ>
                <bodyOffsetX>0.4726282</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-45.2595444</bodyAngle>
                <headAngle>-24.2278748</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0315402448</bodyOffsetZ>
                <bodyOffsetX>0.415024319</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-45.2595444</bodyAngle>
                <headAngle>-13.57782</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.009577712</bodyOffsetZ>
                <bodyOffsetX>0.4726282</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-45.2595444</bodyAngle>
                <headAngle>-24.2278748</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0315402448</bodyOffsetZ>
                <bodyOffsetX>0.415024319</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-45.2595444</bodyAngle>
                <headAngle>-13.57782</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.009577712</bodyOffsetZ>
                <bodyOffsetX>0.4726282</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Transition</stageName>
        <isLooping>False</isLooping>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>-0.1</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-35.8792953</bodyAngle>
                <headAngle>-9.312592</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.03684573</bodyOffsetZ>
                <bodyOffsetX>0.4285702</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
          
        </animationClips>
      </li>
      <li>
        <stageName>Fast</stageName>
        <isLooping>True</isLooping>
        <playTimeTicks>710</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-79.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-79.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-79.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-79.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-79.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-79.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-79.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-79.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-79.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-35.8792953</bodyAngle>
                <headAngle>-3.312592</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.03684573</bodyOffsetZ>
                <bodyOffsetX>0.4285702</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Faster</stageName>
        <isLooping>True</isLooping>
        <playTimeTicks>360</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>-35.8792953</bodyAngle>
                <headAngle>-9.312592</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.03684573</bodyOffsetZ>
                <bodyOffsetX>0.4285702</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>True</isLooping>
        <playTimeTicks>639</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <quiver>True</quiver>
                <tickDuration>80</tickDuration>
                <bodyAngle>-97.90959</bodyAngle>
                <headAngle>-69.72717</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.0259781852</bodyOffsetZ>
                <bodyOffsetX>-0.445601642</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <soundEffect>Cum</soundEffect>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-99.80413</bodyAngle>
                <headAngle>-94.4023743</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.01950606</bodyOffsetZ>
                <bodyOffsetX>-0.447728932</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-87.3645554</bodyAngle>
                <headAngle>-69.70276</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.06923838</bodyOffsetZ>
                <bodyOffsetX>-0.440020353</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>-35.8792953</bodyAngle>
                <headAngle>-9.312592</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.03684573</bodyOffsetZ>
                <bodyOffsetX>0.4285702</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>-35.8792953</bodyAngle>
                <headAngle>-9.312592</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.03684573</bodyOffsetZ>
                <bodyOffsetX>0.4285702</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>20</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>80</tickDuration>
                <bodyAngle>-35.8792953</bodyAngle>
                <headAngle>-9.312592</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.03684573</bodyOffsetZ>
                <bodyOffsetX>0.4285702</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>-38.5277061</bodyAngle>
                <headAngle>-1.13140869</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0376501828</bodyOffsetZ>
                <bodyOffsetX>0.42935127</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-47.9400826</bodyAngle>
                <headAngle>-21.93164</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>-0.04209958</bodyOffsetZ>
                <bodyOffsetX>0.467844343</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
</Defs>
 | 
	escalera666/rimworld | 
	Defs/AnimationDefs/Animations_Lesbian.xml | 
	XML | 
	unknown | 69,527 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--
  <rjw.AnimationDef>
    Todo: tell Ed to uncomment start() and end() in jobdrivers
    
  </rjw.AnimationDef>
  -->
</Defs> | 
	escalera666/rimworld | 
	Defs/AnimationDefs/Animations_Masturbate.xml | 
	XML | 
	unknown | 181 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <Rimworld_Animations.AnimationDef>
    <defName>Double_Penetration</defName>
    <label>double penetration</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>DoublePenetration</li>
    </sexTypes>
    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucking>true</isFucking>
        <initiator>true</initiator>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucking>true</isFucking>
        <initiator>true</initiator>
      </li>
    </actors>
    <animationStages>
      <li>
        <stageName>Slow</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>976</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Female Pawn-->
            <keyframes>
              <li>
                <tickDuration>25</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>35</tickDuration>
                <bodyAngle>48.1</bodyAngle>
                <headAngle>16.3</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.188</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Male Pawn Right (blow)-->
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>12</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>12</bodyAngle>
                <headAngle>-15.1</headAngle>
                <bodyOffsetX>0.729</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>12</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Male Pawn Left (fuck)-->
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>27</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>33</tickDuration>
                <bodyAngle>-6.7</bodyAngle>
                <headAngle>14.1</headAngle>
                <bodyOffsetX>-0.53</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Face_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>650</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Female Pawn-->
            <keyframes>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>60.7</bodyAngle>
                <headAngle>5.6</headAngle>
                <bodyOffsetX>0.025</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.08</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Male Pawn Right (blow)-->
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>12</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>2</bodyAngle>
                <headAngle>-15.1</headAngle>
                <bodyOffsetX>0.729</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>12</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Male Pawn Left (fuck)-->
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>12</tickDuration>
                <bodyAngle>-6.7</bodyAngle>
                <headAngle>14.1</headAngle>
                <bodyOffsetX>-0.53</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>392</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Female Pawn-->
            <keyframes>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>60.7</bodyAngle>
                <headAngle>5.6</headAngle>
                <bodyOffsetX>0.025</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.056</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>60.7</bodyAngle>
                <headAngle>5.6</headAngle>
                <bodyOffsetX>0.025</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.056</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <quiver>true</quiver>
                <tickDuration>120</tickDuration>
                <bodyAngle>60.7</bodyAngle>
                <headAngle>5.6</headAngle>
                <bodyOffsetX>0.025</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.056</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>1</tickDuration>
                <bodyAngle>62.7</bodyAngle>
                <headAngle>0.2</headAngle>
                <bodyOffsetX>0.01</bodyOffsetX>
                <bodyOffsetZ>0.118</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Male Pawn Right (blow)-->
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>-15.1</headAngle>
                <bodyOffsetX>0.729</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>-15.1</headAngle>
                <bodyOffsetX>0.729</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>120</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>-15.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>7</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>9</bodyAngle>
                <headAngle>-14.1</headAngle>
                <bodyOffsetX>0.674</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <!--Male Pawn Left (fuck)-->
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>8</tickDuration>
                <bodyAngle>-6.7</bodyAngle>
                <headAngle>14.1</headAngle>
                <bodyOffsetX>-0.53</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>8</tickDuration>
                <bodyAngle>-6.7</bodyAngle>
                <headAngle>14.1</headAngle>
                <bodyOffsetX>-0.53</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>9</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Cum</soundEffect>
                <tickDuration>120</tickDuration>
                <bodyAngle>-6.7</bodyAngle>
                <headAngle>14.1</headAngle>
                <bodyOffsetX>-0.53</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-6.7</bodyAngle>
                <headAngle>-7</headAngle>
                <bodyOffsetX>-0.53</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>8.7</bodyAngle>
                <headAngle>15.1</headAngle>
                <bodyOffsetX>-0.70</bodyOffsetX>
                <bodyOffsetZ>0.378</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
</Defs>
 | 
	escalera666/rimworld | 
	Defs/AnimationDefs/Animations_Multi.xml | 
	XML | 
	unknown | 23,812 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--
  <Rimworld_Animations.AnimationDef>
    <defName>Missionary</defName>
    <label>missionary</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Vaginal</li>
      <li>Anal</li>
    </sexTypes>
    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
        <bodyTypeOffset>
          <Thin>(0.1, 0.1)</Thin>
        </bodyTypeOffset>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucking>true</isFucking>
        <initiator>true</initiator>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>
      </li>
    </actors>
    <animationStages>
      <li>
        <stageName>Slow_Insert</stageName>
        <isLooping>false</isLooping>
        <playTimeTicks>181</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>120</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-77.76135</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.00123929977</bodyOffsetZ>
                <bodyOffsetX>-0.288235933</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-85.3898849</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0254950486</bodyOffsetZ>
                <bodyOffsetX>-0.30147323</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-77.78256</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0254950486</bodyOffsetZ>
                <bodyOffsetX>-0.30147323</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>120</tickDuration>
                <bodyAngle>-8.415361</bodyAngle>
                <headAngle>-24.7466831</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.275328381</bodyOffsetZ>
                <bodyOffsetX>0.5114879</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>11.5036926</bodyAngle>
                <headAngle>-10.2523956</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.226816757</bodyOffsetZ>
                <bodyOffsetX>0.3989886</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>3.36438</bodyAngle>
                <headAngle>-18.3917084</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.233432038</bodyOffsetZ>
                <bodyOffsetX>0.4034014</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Breathing</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>182</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>45</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-77.78256</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0254950486</bodyOffsetZ>
                <bodyOffsetX>-0.30147323</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>45</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-77.78256</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0254950486</bodyOffsetZ>
                <bodyOffsetX>-0.33147323</bodyOffsetX>
                <headBob>-0.03</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-77.78256</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0254950486</bodyOffsetZ>
                <bodyOffsetX>-0.30147323</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>45</tickDuration>
                <bodyAngle>3.36438</bodyAngle>
                <headAngle>-18.3917084</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.233432038</bodyOffsetZ>
                <bodyOffsetX>0.4034014</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>45</tickDuration>
                <bodyAngle>3.36438</bodyAngle>
                <headAngle>-18.3917084</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.273432038</bodyOffsetZ>
                <bodyOffsetX>0.4034014</bodyOffsetX>
                <headBob>-0.03</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>3.36438</bodyAngle>
                <headAngle>-18.3917084</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.233432038</bodyOffsetZ>
                <bodyOffsetX>0.4034014</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Slow_Fuck_Start</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks></playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-77.78256</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.0254950486</bodyOffsetZ>
                <bodyOffsetX>-0.30147323</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-72.1512451</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.025494989</bodyOffsetZ>
                <bodyOffsetX>-0.29485938</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>3.36438</bodyAngle>
                <headAngle>-18.3917084</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.233432038</bodyOffsetZ>
                <bodyOffsetX>0.4034014</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-5.439103</bodyAngle>
                <headAngle>-18.591362</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.253895342</bodyOffsetZ>
                <bodyOffsetX>0.5181109</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Slow_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>1212</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-72.1512451</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.025494989</bodyOffsetZ>
                <bodyOffsetX>-0.29485938</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>5</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-67.51352</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.025494989</bodyOffsetZ>
                <bodyOffsetX>-0.279417485</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-67.51352</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.025494989</bodyOffsetZ>
                <bodyOffsetX>-0.339417485</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-82.7437439</bodyAngle>
                <headAngle>-72.1512451</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.025494989</bodyOffsetZ>
                <bodyOffsetX>-0.29485938</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-5.439103</bodyAngle>
                <headAngle>-18.591362</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.253895342</bodyOffsetZ>
                <bodyOffsetX>0.5181109</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>5</tickDuration>
                <bodyAngle>12.3350525</bodyAngle>
                <headAngle>-14.779211</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.2605105</bodyOffsetZ>
                <bodyOffsetX>0.449729085</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Fuck</soundEffect>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>12.3350525</bodyAngle>
                <headAngle>-14.779211</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.2605105</bodyOffsetZ>
                <bodyOffsetX>0.389729085</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-5.439103</bodyAngle>
                <headAngle>-18.591362</headAngle>
                <genitalAngle>0</genitalAngle>
                <bodyOffsetZ>0.253895342</bodyOffsetZ>
                <bodyOffsetX>0.5181109</bodyOffsetX>
                <headBob>0</headBob>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
  -->
  </Defs>
   | 
	escalera666/rimworld | 
	Defs/AnimationDefs/Animations_Vanilla2.xml | 
	XML | 
	unknown | 14,224 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <Rimworld_Animations.AnimationDef>
    <defName>Doggystyle</defName>
    <label>doggystyle</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Vaginal</li>
      <li>Anal</li>
    </sexTypes>
    <interactionDefTypes>
      <li>AnalSex</li>
      <li>AnalSexF</li>
      <li>AnalRape</li>
      <li>VaginalSex</li>
      <li>VaginalSexF</li>
      <li>VaginalRape</li>
    </interactionDefTypes>
    
    <actors>
      <li>
        <!--each type cooresponds to an animation clip in each animationStage-->
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucking>true</isFucking>
        <initiator>true</initiator>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>
      </li>
    </actors>
    
    <animationStages>
      <li>
        <stageName>Slow_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>612</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <headBob>0</headBob>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <headAngle>0</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>2</headFacing>
              </li>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <headBob>0</headBob>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <headAngle>0</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <headBob>0</headBob>
                <tickDuration>10</tickDuration>
                <bodyAngle>16.6</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.175</bodyOffsetZ>
                <headAngle>3</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>-17</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.272</bodyOffsetZ>
                <headAngle>5.4</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>16.6</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.175</bodyOffsetZ>
                <headAngle>3</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Fast_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>609</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <headAngle>1</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <headAngle>4</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <headAngle>1</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>11</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.175</bodyOffsetZ>
                <headAngle>8</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>-12</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.272</bodyOffsetZ>
                <headAngle>9</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.175</bodyOffsetZ>
                <headAngle>8</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>300</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <headAngle>0</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Cum</soundEffect>
                <tickDuration>100</tickDuration>
                <bodyAngle>32</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <headAngle>-1</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <quiver>true</quiver>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>35</bodyAngle>
                <bodyOffsetX>0.326</bodyOffsetX>
                <bodyOffsetZ>0.190</bodyOffsetZ>
                <headAngle>-14</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>27</bodyAngle>
                <bodyOffsetX>0.298</bodyOffsetX>
                <bodyOffsetZ>0.166</bodyOffsetZ>
                <headAngle>0</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>8</tickDuration>
                <bodyAngle>11</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.175</bodyOffsetZ>
                <headAngle>-8</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>100</tickDuration>
                <bodyAngle>-12</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.272</bodyOffsetZ>
                <headAngle>-9</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>-15</bodyAngle>
                <bodyOffsetX>-0.227</bodyOffsetX>
                <bodyOffsetZ>0.272</bodyOffsetZ>
                <headAngle>-4</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11</bodyAngle>
                <bodyOffsetX>-0.217</bodyOffsetX>
                <bodyOffsetZ>0.175</bodyOffsetZ>
                <headAngle>-8</headAngle>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
  <Rimworld_Animations.AnimationDef>
    <defName>Blowjob</defName>
    <label>blowjob</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Oral</li>
      <li>Fellatio</li>
    </sexTypes>
    <interactionDefTypes>
      <li>Handjob</li>
      <li>HandjobF</li>
      <li>HandjobRape</li>
      <li>HandjobRapeF</li>
      
      <li>Breastjob</li>
      <li>BreastjobF</li>
      <li>BreastjobRape</li>
      <li>BreastjobRapeF</li>
      
      <li>Fellatio</li>
      <li>FellatioF</li>
      <li>FellatioRape</li>
      <li>FellatioRapeF</li>
      
      <li>Beakjob</li>
      <li>BeakjobF</li>
      <li>BeakjobRape</li>
      <li>BeakjobRapeF</li>
      
    </interactionDefTypes>
    <actors>
      <li>
        <!--each type cooresponds to an animation clip in each animationStage-->
        <defNames>
          <li>Human</li>
        </defNames>
        <bodyTypeOffset>
          <Hulk>(0, -0.2)</Hulk>
        </bodyTypeOffset>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucking>true</isFucking>
        <controlGenitalAngle>true</controlGenitalAngle>
        <initiator>true</initiator>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>
      </li>
    </actors>
    <animationStages>
      <li>
        <stageName>Slow_Suck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>1140</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>35</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>59</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.33</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.16</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>35</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>59</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.33</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.15</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>35</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>59</tickDuration>
                <bodyAngle></bodyAngle>
                <headAngle>6</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.33</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.13</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>35</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>59</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>-4</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.33</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.12</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>35</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.473</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>180</genitalAngle>
              </li>
              <li>
                <tickDuration>59</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.490</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.003</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.473</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>180</genitalAngle>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Face_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>300</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Suck</soundEffect>
                <tickDuration>14</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.270</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.06</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>15</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.473</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>180</genitalAngle>
              </li>
              <li>
                <tickDuration>14</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.575</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.051</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.473</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>180</genitalAngle>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>600</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.290</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.06</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <soundEffect>Suck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.290</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.008</headBob>
              </li>
              <li>
                <tickDuration>60</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.290</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.06</headBob>
              </li>
              <li>
                <tickDuration>14</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.290</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>-0.06</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.255</bodyOffsetZ>
                <bodyFacing>0</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.473</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>180</genitalAngle>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <soundEffect>Cum</soundEffect>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.575</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.051</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.50</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.04</headBob>
              </li>
              <li>
                <quiver>true</quiver>
                <tickDuration>60</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.575</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.051</headBob>
              </li>
              <li>
                <tickDuration>14</tickDuration>
                <bodyAngle>0</bodyAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.575</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.051</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.473</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>180</genitalAngle>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
  <Rimworld_Animations.AnimationDef>
    <defName>ReverseStandAndCarry</defName>
    <label>reverse stand-and-carry</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Anal</li>
      <li>Vaginal</li>
    </sexTypes>
    <interactionDefTypes>
      <li>AnalSex</li>
      <li>AnalSexF</li>
      <li>AnalRape</li>
      <li>VaginalSex</li>
      <li>VaginalSexF</li>
      <li>VaginalRape</li>
    </interactionDefTypes>
    <actors>
      <li>
        <!--each type cooresponds to an animation clip in each animationStage-->
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>
      </li>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <initiator>true</initiator>
        <isFucking>true</isFucking>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>
      </li>
    </actors>
    <animationStages>
      <li>
        <stageName>Slow_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>1080</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>29</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>30</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>29</tickDuration>
                <bodyAngle>17.11</bodyAngle>
                <headAngle>-2.87</headAngle>
                <bodyOffsetX>0.114</bodyOffsetX>
                <bodyOffsetZ>0.359</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Fast_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>780</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <!--Head turn -->
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              
              <!--head turn back-->
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>6</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>12</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>12</tickDuration>
                <bodyAngle>17.11</bodyAngle>
                <headAngle>-2.87</headAngle>
                <bodyOffsetX>0.114</bodyOffsetX>
                <bodyOffsetZ>0.359</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>415</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>3</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>3</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>3</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>3</tickDuration>
                <bodyAngle>10.6</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>4</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <quiver>true</quiver>
                <tickDuration>75</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>27</tickDuration>
                <bodyAngle>6.04</bodyAngle>
                <headAngle>15</headAngle>
                <bodyOffsetX>-0.175</bodyOffsetX>
                <bodyOffsetZ>0.437</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>11.23</bodyAngle>
                <headAngle>11.23</headAngle>
                <bodyOffsetX>-0.183</bodyOffsetX>
                <bodyOffsetZ>0.468</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>7</tickDuration>
                <bodyAngle>17.11</bodyAngle>
                <headAngle>-2.87</headAngle>
                <bodyOffsetX>0.114</bodyOffsetX>
                <bodyOffsetZ>0.359</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>7</tickDuration>
                <bodyAngle>17.11</bodyAngle>
                <headAngle>-2.87</headAngle>
                <bodyOffsetX>0.114</bodyOffsetX>
                <bodyOffsetZ>0.359</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Fuck</soundEffect>
                <tickDuration>7</tickDuration>
                <bodyAngle>17.11</bodyAngle>
                <headAngle>-2.87</headAngle>
                <bodyOffsetX>0.114</bodyOffsetX>
                <bodyOffsetZ>0.359</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>7</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <soundEffect>Cum</soundEffect>
                <tickDuration>75</tickDuration>
                <bodyAngle>17.11</bodyAngle>
                <headAngle>-2.87</headAngle>
                <bodyOffsetX>0.114</bodyOffsetX>
                <bodyOffsetZ>0.359</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>27</tickDuration>
                <bodyAngle>17.11</bodyAngle>
                <headAngle>-2.87</headAngle>
                <bodyOffsetX>0.114</bodyOffsetX>
                <bodyOffsetZ>0.359</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>-3.18</bodyAngle>
                <headAngle>-0.41</headAngle>
                <bodyOffsetX>0.122</bodyOffsetX>
                <bodyOffsetZ>0.356</bodyOffsetZ>
                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
    
  </Rimworld_Animations.AnimationDef>
  <Rimworld_Animations.AnimationDef>
    <defName>Cowgirl</defName>
    <label>cowgirl</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Anal</li>
      <li>Vaginal</li>
    </sexTypes>
    <interactionDefTypes>
      <li>AnalSex</li>
      <li>AnalSexF</li>
      <li>AnalRapeF</li>
      <li>VaginalSex</li>
      <li>VaginalSexF</li>
      <li>VaginalRapeF</li>
    </interactionDefTypes>
    
    <actors>
      
      <li>
        <!--each type cooresponds to an animation clip in each animationStage-->
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
        <initiator>true</initiator>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>
      </li>
      
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucking>true</isFucking>
        <controlGenitalAngle>true</controlGenitalAngle>
        <bodyTypeOffset>
          <Hulk>(0, -0.2)</Hulk>
        </bodyTypeOffset>
      </li>
      
    </actors>
    <animationStages>
      <li>
        <stageName>Slow_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>1340</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <!--Turning hips-->
              <li>
                <tickDuration>16</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>17</tickDuration>
                <bodyAngle>3.5</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.03</bodyOffsetX>
                <bodyOffsetZ>0.624</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.02</headBob>
              </li>
              <li>
                <tickDuration>16</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <tickDuration>17</tickDuration>
                <bodyAngle>-3.5</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0.03</bodyOffsetX>
                <bodyOffsetZ>0.624</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.02</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>16</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>17</tickDuration>
                <bodyAngle>3.5</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>-0.03</bodyOffsetX>
                <bodyOffsetZ>0.624</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.02</headBob>
              </li>
              <li>
                <tickDuration>16</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <tickDuration>17</tickDuration>
                <bodyAngle>-3.5</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0.03</bodyOffsetX>
                <bodyOffsetZ>0.624</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.02</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <!--Straight up and down-->
              <li>
                <tickDuration>33</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>33</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>33</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>33</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>33</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
              <li>
                <tickDuration>33</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.313</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0.045</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Fast_Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>780</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
              <li>
                <tickDuration>13</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.313</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0.045</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
      <li>
        <stageName>Cum</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>594</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <soundEffect>Fuck</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.694</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>-0.03</headBob>
              </li>
              <li>
                <quiver>true</quiver>
                <tickDuration>45</tickDuration>
                <soundEffect>Cum</soundEffect>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <quiver>true</quiver>
                <tickDuration>40</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.534</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>0</bodyAngle>
                <headAngle>0</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>0.554</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
            </keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.313</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0.045</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.313</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0.045</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>10</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.313</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0.045</headBob>
              </li>
              <li>
                <tickDuration>45</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>40</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
              </li>
              <li>
                <tickDuration>1</tickDuration>
                <bodyAngle>180</bodyAngle>
                <headAngle>180</headAngle>
                <bodyOffsetX>0</bodyOffsetX>
                <bodyOffsetZ>-0.363</bodyOffsetZ>
                <bodyFacing>2</bodyFacing>
                <headFacing>2</headFacing>
                <headBob>0</headBob>
                <genitalAngle>0</genitalAngle>
              </li>
            </keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
</Defs>
 | 
	escalera666/rimworld | 
	Defs/AnimationDefs/Animations_vanilla.xml | 
	XML | 
	unknown | 97,052 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--
  <Rimworld_Animations.AnimationDef>
    <defName></defName>
    <label></label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Anal</li>
      <li>Vaginal</li>
    </sexTypes>
    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
        <isFucked>true</isFucked>
      </li>
      <li>
        <defNames>
        </defNames>
        <bodyDefTypes>
          <li>QuadrupedAnimalWithHooves</li>
          <li>QuadrupedAnimalWithPawsAndTail</li>
        </bodyDefTypes>
        <isFucking>true</isFucking>
        <initiator>true</initiator>
      </li>
    </actors>
    
    <animationStages>
      <li>
        <stageName></stageName>
        <isLooping></isLooping>
        <playTimeTicks></playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <layer>LayingPawn</layer>
            <keyframes></keyframes>
          </li>
          <li Class="Rimworld_Animations.PawnAnimationClip">
            <keyframes></keyframes>
          </li>
        </animationClips>
      </li>
    </animationStages>
  </Rimworld_Animations.AnimationDef>
-->
</Defs>
 | 
	escalera666/rimworld | 
	Defs/AnimationDefs/TemplateAnimation.xml | 
	XML | 
	unknown | 1,240 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <JobDef>
    <defName>JoinInBedAnimation</defName>
    <driverClass>Rimworld_Animations.JobDriver_SexCasualForAnimation</driverClass>
    <reportString>joining someone in bed.</reportString>
    <casualInterruptible>false</casualInterruptible>
  </JobDef>
  <JobDef>
    <defName>GettinLovedAnimation</defName>
    <driverClass>Rimworld_Animations.JobDriver_SexBaseRecieverLovedForAnimation</driverClass>
    <reportString>lovin'.</reportString>
    <casualInterruptible>false</casualInterruptible>
  </JobDef>
</Defs>
 | 
	escalera666/rimworld | 
	Defs/JobDefs/Jobs_SexForAnim.xml | 
	XML | 
	unknown | 572 | 
| 
	<?xml version="1.0" encoding="UTF-8"?>
<Defs>
  <MainButtonDef>
    <defName>OffsetManager</defName>
    <label>offset manager</label>
    <description>Control pawn offsets</description>
    <tabWindowClass>Rimworld_Animations.MainTabWindow_OffsetConfigure</tabWindowClass>
    <order>54</order>
    <buttonVisible>false</buttonVisible>
    <iconPath>UI/MainTab</iconPath>
    <minimized>true</minimized>
  </MainButtonDef>
</Defs> | 
	escalera666/rimworld | 
	Defs/MainTabDefs/MainButtonDef.xml | 
	XML | 
	unknown | 436 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
	<SoundDef>
		<defName>Cum</defName>
		<context>MapOnly</context>
		<eventNames />
		<maxSimultaneous>1</maxSimultaneous>
		<maxVoices>1</maxVoices>
		<subSounds>
			<li>
				<grains>
					<li Class="AudioGrain_Folder">
						<clipFolderPath>Sex/cum</clipFolderPath>
					</li>
				</grains>
				<volumeRange>
					<min>30</min>
					<max>40</max>
				</volumeRange>
				<pitchRange>
					<min>0.8</min>
					<max>1.2</max>
				</pitchRange>
				<distRange>
					<min>0</min>
					<max>51.86047</max>
				</distRange>
				<sustainLoop>False</sustainLoop>
			</li>
		</subSounds>
	</SoundDef>
  <SoundDef>
		<defName>Sex</defName>
		<context>MapOnly</context>
		<eventNames />
		<maxSimultaneous>1</maxSimultaneous>
		<maxVoices>1</maxVoices>
		<subSounds>
			<li>
				<grains>
					<li Class="AudioGrain_Folder">
						<clipFolderPath>Sex/kucyu04</clipFolderPath>
					</li>
				</grains>
				<volumeRange>
					<min>16</min>
					<max>16</max>
				</volumeRange>
				<pitchRange>
					<min>0.8</min>
					<max>1.2</max>
				</pitchRange>
				<distRange>
					<min>0</min>
					<max>51.86047</max>
				</distRange>
				<sustainLoop>False</sustainLoop>
			</li>
		</subSounds>
	</SoundDef>
	<SoundDef>
		<defName>Suck</defName>
		<context>MapOnly</context>
		<eventNames />
		<maxSimultaneous>1</maxSimultaneous>
		<maxVoices>1</maxVoices>
		<subSounds>
			<li>
				<grains>
					<li Class="AudioGrain_Folder">
						<clipFolderPath>Sex/Suck/Suck_1</clipFolderPath>
					</li>
					<li Class="AudioGrain_Folder">
						<clipFolderPath>Sex/Suck/Suck_2</clipFolderPath>
					</li>
					<li Class="AudioGrain_Folder">
						<clipFolderPath>Sex/Suck/Suck_3</clipFolderPath>
					</li>
					<li Class="AudioGrain_Folder">
						<clipFolderPath>Sex/Suck/Suck_4</clipFolderPath>
					</li>
					<li Class="AudioGrain_Folder">
						<clipFolderPath>Sex/Suck/Suck_5</clipFolderPath>
					</li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Suck/Suck_6</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Suck/Suck_7</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Suck/Suck_8</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Suck/Suck_9</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Suck/Suck_10</clipFolderPath>
          </li>
				</grains>
				<volumeRange>
          <min>20</min>
          <max>35</max>
				</volumeRange>
				<pitchRange>
					<min>1.0</min>
					<max>1.0</max>
				</pitchRange>
				<distRange>
					<min>0</min>
					<max>51.86047</max>
				</distRange>
				<repeatMode>NeverTwice</repeatMode> 
				<sustainLoop>false</sustainLoop>
			</li>
		</subSounds>
	</SoundDef>
  <SoundDef>
    <defName>Fuck</defName>
    <context>MapOnly</context>
    <eventNames />
    <maxSimultaneous>1</maxSimultaneous>
    <maxVoices>1</maxVoices>
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_1</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_2</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_3</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_4</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_5</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_6</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_7</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Clap_8</clipFolderPath>
          </li>
        </grains>
        <volumeRange>
          <min>45</min>
          <max>70</max>
        </volumeRange>
        <pitchRange>
          <min>1.0</min>
          <max>1.0</max>
        </pitchRange>
        <distRange>
          <min>0</min>
          <max>51.86047</max>
        </distRange>
        <repeatMode>NeverTwice</repeatMode>
        <sustainLoop>false</sustainLoop>
      </li>
    </subSounds>
  </SoundDef>
  <SoundDef>
    <defName>Slimy</defName>
    <context>MapOnly</context>
    <eventNames />
    <maxSimultaneous>1</maxSimultaneous>
    <maxVoices>1</maxVoices>
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Slime/Slimy1</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Slime/Slimy2</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Slime/Slimy3</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Slime/Slimy4</clipFolderPath>
          </li>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>Sex/Slime/Slimy5</clipFolderPath>
          </li>
        </grains>
        <volumeRange>
          <min>45</min>
          <max>75</max>
        </volumeRange>
        <pitchRange>
          <min>1.4</min>
          <max>1.8</max>
        </pitchRange>
        <distRange>
          <min>0</min>
          <max>100</max>
        </distRange>
        <repeatMode>NeverTwice</repeatMode>
        <sustainLoop>false</sustainLoop>
      </li>
    </subSounds>
  </SoundDef>
</Defs> | 
	escalera666/rimworld | 
	Defs/SoundDefs/Sounds_Sex.xml | 
	XML | 
	unknown | 5,651 | 
| 
	<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<loadFolders>
	<default>
		<v1.1>
    			<li>/</li>
			<li>1.1</li>
  		</v1.1>
  		<v1.2>
    			<li>/</li>
			<li>1.2</li>
    			<li IfModActive="velc.HatsDisplaySelection">Patch_HatsDisplaySelection/1.2</li>
  		</v1.2>
		
	</default>
</loadFolders> | 
	escalera666/rimworld | 
	LoadFolders.xml | 
	XML | 
	unknown | 313 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
    <ProjectGuid>{BA766964-1716-422D-A09E-29426F8EB9D5}</ProjectGuid>
    <OutputType>Library</OutputType>
    <AppDesignerFolder>Properties</AppDesignerFolder>
    <RootNamespace>Patch_HatsDisplaySelection</RootNamespace>
    <AssemblyName>Patch_HatsDisplaySelection</AssemblyName>
    <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
    <FileAlignment>512</FileAlignment>
    <Deterministic>true</Deterministic>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
    <DebugSymbols>false</DebugSymbols>
    <DebugType>none</DebugType>
    <Optimize>false</Optimize>
    <OutputPath>1.2\Assemblies\</OutputPath>
    <DefineConstants>DEBUG;TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
    <DebugType>pdbonly</DebugType>
    <Optimize>true</Optimize>
    <OutputPath>bin\Release\</OutputPath>
    <DefineConstants>TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="0Harmony">
      <HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="Assembly-CSharp">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="HatDisplaySelection">
      <HintPath>..\..\..\..\..\workshop\content\294100\1542291825\1.2\Assemblies\HatDisplaySelection.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="Rimworld-Animations">
      <HintPath>..\1.2\Assemblies\Rimworld-Animations.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="System" />
    <Reference Include="System.Core" />
    <Reference Include="System.Xml.Linq" />
    <Reference Include="System.Data.DataSetExtensions" />
    <Reference Include="Microsoft.CSharp" />
    <Reference Include="System.Data" />
    <Reference Include="System.Net.Http" />
    <Reference Include="System.Xml" />
    <Reference Include="UnityEngine">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="UnityEngine.CoreModule">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
      <Private>False</Private>
    </Reference>
  </ItemGroup>
  <ItemGroup>
    <Compile Include="Properties\AssemblyInfo.cs" />
    <Compile Include="Source\Patches\Patch_HatsDisplaySelection.cs" />
  </ItemGroup>
  <ItemGroup>
    <Folder Include="1.2\Assemblies\" />
  </ItemGroup>
  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project> | 
	escalera666/rimworld | 
	Patch_HatsDisplaySelection/Patch_HatsDisplaySelection.csproj | 
	csproj | 
	unknown | 3,387 | 
| 
	using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Patch_HatsDisplaySelection")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Patch_HatsDisplaySelection")]
[assembly: AssemblyCopyright("Copyright ©  2021")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components.  If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("ba766964-1716-422d-a09e-29426f8eb9d5")]
// Version information for an assembly consists of the following four values:
//
//      Major Version
//      Minor Version
//      Build Number
//      Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
 | 
	escalera666/rimworld | 
	Patch_HatsDisplaySelection/Properties/AssemblyInfo.cs | 
	C# | 
	unknown | 1,423 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using HatDisplaySelection;
using Rimworld_Animations;
using UnityEngine;
using Verse;
namespace Patch_HatsDisplaySelection
{
	[HarmonyBefore(new string[] { "velc.HatsDisplaySelection" })]
    [HarmonyPatch(typeof(HatDisplaySelection.Patch), "Patch_PawnRenderer_RenderPawnInternal_Initialize")]
    public class Patch_HatsDisplaySelectionInitialize
    {
		public static void Prefix(PawnRenderer __instance, ref Pawn ___pawn, ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing, ref Rot4 headFacing)
        {
			CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>();
			bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
		}
        public static void Postfix(PawnRenderer __instance)
        {
			PawnGraphicSet graphics = __instance.graphics;
			Pawn pawn = graphics.pawn;
			CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
			if (!graphics.AllResolved)
			{
				graphics.ResolveAllGraphics();
			}
			if (bodyAnim != null && bodyAnim.isAnimating && pawn.Map == Find.CurrentMap)
			{
				bodyAnim.tickGraphics(graphics);
				
			}
		}
    }
}
 | 
	escalera666/rimworld | 
	Patch_HatsDisplaySelection/Source/Patches/Patch_HatsDisplaySelection.cs | 
	C# | 
	unknown | 1,254 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Patch>
  <Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
      <li Class="PatchOperationConditional">
        <xpath>/Defs/ThingDef/comps</xpath>
        <success>Always</success>
        <nomatch Class="PatchOperationAdd">
          <xpath>/Defs/ThingDef</xpath>
          <value>
            <comps />
          </value>
        </nomatch>
      </li>
      <li Class="PatchOperationAdd">
        <xpath>/Defs/ThingDef/comps</xpath>
        <value>
          <li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
        </value>
      </li>
    </operations>
  </Operation>
</Patch> | 
	escalera666/rimworld | 
	Patches/AnimationPatch_CompBodyAnimator.xml | 
	XML | 
	unknown | 681 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Patch>
  <Operation Class="PatchOperationFindMod">
    <mods>
      <li>[NL] Facial Animation - WIP</li>
    </mods>
    <match Class="PatchOperationSequence">
      <success>Always</success>
      <operations>
        <li Class="PatchOperationAdd">
          <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/targetJobs</xpath>
          <success>Always</success>
          <value>
            <li>RJW_Masturbate</li>
            <li>GettinBred</li>
            <li>Bestiality</li>
            <li>BestialityForFemale</li>
            <li>ViolateCorpse</li>
            <li>Quickie</li>
            <li>GettingQuickie</li>
            <li>GettinRaped</li>
            <li>JoinInBed</li>
            <li>GettinLoved</li>
            <li>GettinLicked</li>
            <li>GettinSucked</li>
            <li>WhoreIsServingVisitors</li>
            <li>JoinInBedAnimation</li>
            <li>GettinLovedAnimation</li>
          </value>
        </li>
        <li Class="PatchOperationAdd">
          <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="WaitCombat" or defName="Wait_Combat_Rare"]/targetJobs</xpath>
          <success>Always</success>
          <value>
            <li>RapeComfortPawn</li>
            <li>RandomRape</li>
            <li>RapeEnemy</li>
          </value>
        </li>
        <li Class="PatchOperationAdd">
          <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="StandAndBeSociallyActive"]/targetJobs</xpath>
          <success>Always</success>
          <value>
            <li>WhoreInvitingVisitors</li>
          </value>
        </li>
        <li Class="PatchOperationAdd">
          <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Wear" or defName="Wear2" or defName="Wear3"]/targetJobs</xpath>
          <success>Always</success>
          <value>
            <li>CleanSelf</li>
            <li>StruggleInBondageGear</li>
          </value>
        </li>
        <li Class="PatchOperationFindMod">
          <mods>
            <li>Rimworld-Animations</li>
          </mods>
          <match Class="PatchOperationSequence">
            <success>Always</success>
            <operations>
              <li Class="PatchOperationRemove">
                <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath>
                <success>Always</success>
              </li>
              <li Class="PatchOperationRemove">
                <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[2]/headOffset</xpath>
                <success>Always</success>
              </li>
              <li Class="PatchOperationRemove">
                <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin"]/animationFrames/li[3]/headOffset</xpath>
                <success>Always</success>
              </li>
            </operations>
          </match>
        </li>
      </operations>
    </match>
  </Operation>
</Patch>
<!--
OLD PATCH
<?xml version="1.0" encoding="utf-8"?>
<Patch>
	<Operation Class="PatchOperationFindMod">
		<mods>
			<li>[NL] Facial Animation - WIP</li>
		</mods>
		<match Class="PatchOperationSequence">
			<success>Always</success>
			<operations>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[1]/headOffset</xpath>
					<success>Always</success>
				</li>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[2]/headOffset</xpath>
					<success>Always</success>
				</li>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[3]/headOffset</xpath>
					<success>Always</success>
				</li>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[4]/headOffset</xpath>
					<success>Always</success>
				</li>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[5]/headOffset</xpath>
					<success>Always</success>
				</li>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[6]/headOffset</xpath>
					<success>Always</success>
				</li>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[7]/headOffset</xpath>
					<success>Always</success>
				</li>
				<li Class="PatchOperationRemove">
					<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/animationFrames/li[8]/headOffset</xpath>
					<success>Always</success>
				</li>
			</operations>
		</match>
	</Operation>
</Patch>
--> | 
	escalera666/rimworld | 
	Patches/CompatibilityPatch_FacialAnimation.xml | 
	XML | 
	unknown | 5,010 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<!-- Patch for HCSK, to attach to differently written thingdefs -->
	<Operation Class="PatchOperationFindMod">
   		<mods>
       		<li>Core SK</li>
   		</mods>
		<match Class="PatchOperationSequence">
			<success>Always</success>
            <operations>
                <li Class="PatchOperationConditional">
                    <xpath>/Defs/Verse.ThingDef/comps</xpath>
                    <success>Always</success>
                    <nomatch Class="PatchOperationAdd">
                    <xpath>/Defs/Verse.ThingDef</xpath>
                    <value>
                        <comps />
                    </value>
                    </nomatch>
                </li>
                <li Class="PatchOperationAdd">
                    <xpath>/Defs/Verse.ThingDef/comps</xpath>
                    <value>
                    <li Class="Rimworld_Animations.CompProperties_BodyAnimator" />
                    </value>
                </li>
            </operations>
		</match>
    </Operation>
	
</Patch> | 
	escalera666/rimworld | 
	Patches/CompatibilityPatch_HCSK.xml | 
	XML | 
	unknown | 1,060 | 
| 
	using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Rimworld-Animations")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Rimworld-Animations")]
[assembly: AssemblyCopyright("Copyright ©  2020")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components.  If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("71b05d71-67b2-4014-82cd-18c20ac0882f")]
// Version information for an assembly consists of the following four values:
//
//      Major Version
//      Minor Version
//      Build Number
//      Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
 | 
	escalera666/rimworld | 
	Properties/AssemblyInfo.cs | 
	C# | 
	unknown | 1,409 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
    <ProjectGuid>{71B05D71-67B2-4014-82CD-18C20AC0882F}</ProjectGuid>
    <OutputType>Library</OutputType>
    <AppDesignerFolder>Properties</AppDesignerFolder>
    <RootNamespace>Rimworld_Animations</RootNamespace>
    <AssemblyName>Rimworld-Animations</AssemblyName>
    <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
    <FileAlignment>512</FileAlignment>
    <Deterministic>true</Deterministic>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
    <DebugSymbols>false</DebugSymbols>
    <DebugType>none</DebugType>
    <Optimize>false</Optimize>
    <OutputPath>1.2\Assemblies\</OutputPath>
    <DefineConstants>DEBUG;TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
    <DebugType>none</DebugType>
    <Optimize>true</Optimize>
    <OutputPath>bin\Release\</OutputPath>
    <DefineConstants>TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="0Harmony">
      <HintPath>..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="AlienRace">
      <HintPath>..\..\..\..\workshop\content\294100\839005762\1.2\Assemblies\AlienRace.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="Assembly-CSharp, Version=1.1.7397.36407, Culture=neutral, processorArchitecture=MSIL">
      <SpecificVersion>False</SpecificVersion>
      <HintPath>..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="RJW">
      <HintPath>..\rjw-master\1.2\Assemblies\RJW.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="System" />
    <Reference Include="System.Core" />
    <Reference Include="System.Xml.Linq" />
    <Reference Include="System.Data.DataSetExtensions" />
    <Reference Include="Microsoft.CSharp" />
    <Reference Include="System.Data" />
    <Reference Include="System.Net.Http" />
    <Reference Include="System.Xml" />
    <Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
      <SpecificVersion>False</SpecificVersion>
      <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
      <SpecificVersion>False</SpecificVersion>
      <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
      <Private>False</Private>
    </Reference>
  </ItemGroup>
  <ItemGroup>
    <Compile Include="Properties\AssemblyInfo.cs" />
    <Compile Include="Source\Actors\Actor.cs" />
    <Compile Include="Source\Actors\AlienRaceOffset.cs" />
    <Compile Include="Source\Actors\BodyTypeOffset.cs" />
    <Compile Include="Source\Animations\AnimationStage.cs" />
    <Compile Include="Source\Animations\Clips\BaseAnimationClip.cs" />
    <Compile Include="Source\Animations\Clips\PawnAnimationClip.cs" />
    <Compile Include="Source\Animations\Clips\ThingAnimationClip.cs" />
    <Compile Include="Source\Animations\Keyframes\Keyframe.cs" />
    <Compile Include="Source\Animations\Keyframes\PawnKeyframe.cs" />
    <Compile Include="Source\Animations\Keyframes\ThingKeyframe.cs" />
    <Compile Include="Source\AnimationUtility.cs" />
    <Compile Include="Source\Comps\CompBodyAnimator.cs" />
    <Compile Include="Source\Comps\CompProperties_BodyAnimator.cs" />
    <Compile Include="Source\Comps\CompProperties_ThingAnimator.cs" />
    <Compile Include="Source\Comps\CompThingAnimator.cs" />
    <Compile Include="Source\Defs\AnimationDef.cs" />
    <Compile Include="Source\JobDrivers\JobDriver_SexBaseRecieverLovedForAnimation.cs" />
    <Compile Include="Source\JobDrivers\JobDriver_SexCasualForAnimation.cs" />
    <Compile Include="Source\MainTabWindows\WorldComponent_UpdateMainTab.cs" />
    <Compile Include="Source\MainTabWindows\MainTabWindow_OffsetConfigure.cs" />
    <Compile Include="Source\MainTabWindows\OffsetMainButtonDefOf.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_AlienRace.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_CSL.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_DontShaveYourHead.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_FacialAnimation.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_HatsDisplaySelection.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_PawnRenderer.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_PawnRotation.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_Pawn_DrawTracker.cs" />
    <Compile Include="Source\Patches\HarmonyPatch_ShowHairWithHats.cs" />
    <Compile Include="Source\Patches\Harmony_PatchAll.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_DoLovinAnimationPatch.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_DrawSemen.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_JobDriver_SexBaseInitiator.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_JoinInBedGiveJob.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_PlayAnimJoinInBedRMB.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_PlaySexSounds.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_SexTick.cs" />
    <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_WorkGiverSex.cs" />
    <Compile Include="Source\Settings\AnimationSettings.cs" />
  </ItemGroup>
  <ItemGroup>
    <Content Include="About\About.xml" />
    <Content Include="About\Manifest.xml" />
    <Content Include="Defs\AnimationDefs\Animations_Beast.xml" />
    <Content Include="Defs\AnimationDefs\Animations_Lesbian.xml" />
    <Content Include="Defs\AnimationDefs\Animations_Masturbate.xml" />
    <Content Include="Defs\AnimationDefs\Animations_Multi.xml" />
    <Content Include="Defs\AnimationDefs\Animations_vanilla.xml" />
    <Content Include="Defs\AnimationDefs\Animations_Vanilla2.xml" />
    <Content Include="Defs\JobDefs\Jobs_SexForAnim.xml" />
    <Content Include="Defs\MainTabDefs\MainButtonDef.xml" />
    <Content Include="Defs\SoundDefs\Sounds_Sex.xml" />
    <Content Include="LoadFolders.xml" />
  </ItemGroup>
  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project> | 
	escalera666/rimworld | 
	Rimworld-Animations.csproj | 
	csproj | 
	unknown | 7,109 | 
| 
	
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.29905.134
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Rimworld-Animations", "Rimworld-Animations.csproj", "{71B05D71-67B2-4014-82CD-18C20AC0882F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Patch_HatsDisplaySelection", "Patch_HatsDisplaySelection\Patch_HatsDisplaySelection.csproj", "{BA766964-1716-422D-A09E-29426F8EB9D5}"
EndProject
Global
	GlobalSection(SolutionConfigurationPlatforms) = preSolution
		Debug|Any CPU = Debug|Any CPU
		Release|Any CPU = Release|Any CPU
	EndGlobalSection
	GlobalSection(ProjectConfigurationPlatforms) = postSolution
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.Build.0 = Debug|Any CPU
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.ActiveCfg = Release|Any CPU
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.Build.0 = Release|Any CPU
		{BA766964-1716-422D-A09E-29426F8EB9D5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
		{BA766964-1716-422D-A09E-29426F8EB9D5}.Debug|Any CPU.Build.0 = Debug|Any CPU
		{BA766964-1716-422D-A09E-29426F8EB9D5}.Release|Any CPU.ActiveCfg = Release|Any CPU
		{BA766964-1716-422D-A09E-29426F8EB9D5}.Release|Any CPU.Build.0 = Release|Any CPU
	EndGlobalSection
	GlobalSection(SolutionProperties) = preSolution
		HideSolutionNode = FALSE
	EndGlobalSection
	GlobalSection(ExtensibilityGlobals) = postSolution
		SolutionGuid = {7E01292A-D76F-4CA3-AA64-085B84ECD905}
	EndGlobalSection
EndGlobal
 | 
	escalera666/rimworld | 
	Rimworld-Animations.sln | 
	sln | 
	unknown | 1,644 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
    public class Actor {
        public List<string> defNames;
        public List<string> requiredGenitals;
        public List<AlienRaceOffset> raceOffsets;
        public List<string> blacklistedRaces;
        public bool initiator = false;
        public string gender;
        public bool isFucking = false;
        public bool isFucked = false;
        public bool controlGenitalAngle = false;
        public List<BodyDef> bodyDefTypes = new List<BodyDef>();
        public BodyTypeOffset bodyTypeOffset = new BodyTypeOffset();
        public Vector3 offset = new Vector2(0, 0);
    }
}
 | 
	escalera666/rimworld | 
	Source/Actors/Actor.cs | 
	C# | 
	unknown | 778 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Rimworld_Animations {
    public class AlienRaceOffset {
        public string defName;
        public Vector2 offset;
    }
}
 | 
	escalera666/rimworld | 
	Source/Actors/AlienRaceOffset.cs | 
	C# | 
	unknown | 278 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Rimworld_Animations {
    public class BodyTypeOffset {
        public Vector2? Male;
        public Vector2? Female;
        public Vector2? Thin;
        public Vector2? Hulk;
        public Vector2? Fat;
    }
}
 | 
	escalera666/rimworld | 
	Source/Actors/BodyTypeOffset.cs | 
	C# | 
	unknown | 366 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.AI;
namespace Rimworld_Animations {
    public static class AnimationUtility {
        /*  
         Note: always make the list in this order:
             Female pawns, animal female pawns, male pawns, animal male pawns
        */
        public static AnimationDef tryFindAnimation(ref List<Pawn> participants, rjw.xxx.rjwSextype sexType = 0, rjw.SexProps sexProps = null) {
            participants =
                participants.OrderBy(p => p.jobs.curDriver is rjw.JobDriver_SexBaseInitiator)
                .OrderBy(p => p == sexProps.Giver)
                .OrderByDescending(p => rjw.GenderHelper.GetSex(p) == rjw.GenderHelper.Sex.futa)
                .OrderBy(p => rjw.xxx.can_fuck(p))
                .ToList();
            List<Pawn> localParticipants = new List<Pawn>(participants);
            IEnumerable<AnimationDef> options = DefDatabase<AnimationDef>.AllDefs.Where((AnimationDef x) => {
                if (x.actors.Count != localParticipants.Count) {
                    return false;
                }
                for (int i = 0; i < x.actors.Count; i++) {
                    if (rjw.RJWPreferenceSettings.Malesex == rjw.RJWPreferenceSettings.AllowedSex.Nohomo) {
                        if (rjw.xxx.is_male(localParticipants[i]) && x.actors[i].isFucked) {
                            return false;
                        }
                }
                    if ((x.actors[i].blacklistedRaces != null) && x.actors[i].blacklistedRaces.Contains(localParticipants[i].def.defName)) {
                        if(AnimationSettings.debugMode)
                            Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is blacklisted");
                        return false;
                    }
                    if(x.actors[i].defNames.Contains("Human")) {
                        if (!rjw.xxx.is_human(localParticipants[i])) {
                            if (AnimationSettings.debugMode)
                                Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not human");
                            return false;
                        }
                        
                    }
                    else if (!x.actors[i].bodyDefTypes.Contains(localParticipants[i].RaceProps.body)) {
                        if (!x.actors[i].defNames.Contains(localParticipants[i].def.defName)) {
                            if (rjw.RJWSettings.DevMode) {
                                string animInfo = x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not ";
                                foreach(String defname in x.actors[i].defNames) {
                                    animInfo += defname + ", ";
                                }
                                if (AnimationSettings.debugMode)
                                    Log.Message(animInfo);
                            }
                            return false;
                        }
                    }
                    //genitals checking
                    if(!GenitalCheckForPawn(x.actors[i].requiredGenitals, localParticipants[i], out string failReason)) {
                        Debug.Log("Didn't select " + x.defName + ", " + localParticipants[i].Name + " " + failReason);
                        return false;
                    }
                    //TESTING ANIMATIONS ONLY REMEMBER TO COMMENT OUT BEFORE PUSH
                    /*
                    if (x.defName != "Cunnilingus")
                        return false;
                    */
                    if (x.actors[i].isFucking && !rjw.xxx.can_fuck(localParticipants[i])) {
                        if (AnimationSettings.debugMode)
                            Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't fuck");
                        return false;
                    }
                    if (x.actors[i].isFucked && !rjw.xxx.can_be_fucked(localParticipants[i])) {
                        if (AnimationSettings.debugMode)
                            Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't be fucked");
                        return false;
                    }
                }
                return true;
            });
            List<AnimationDef> optionsWithInteractionType = options.ToList().FindAll(x => x.interactionDefTypes != null && x.interactionDefTypes.Contains(sexProps.DictionaryKey));
            if (optionsWithInteractionType.Any()) {
                if (AnimationSettings.debugMode)
                    Log.Message("Selecting animation for interaction type " + sexProps.DictionaryKey.defName + "...");
                return optionsWithInteractionType.RandomElement();
            }
            List<AnimationDef> optionsWithSexType = options.ToList().FindAll(x => x.sexTypes != null && x.sexTypes.Contains(sexType));
            if (optionsWithSexType.Any()) {
                if (AnimationSettings.debugMode)
                    Log.Message("Selecting animation for rjwSexType " + sexType.ToStringSafe() + "...");
                return optionsWithSexType.RandomElement();
            }
            /*
            if(optionsWithInitiator.Any()) {
                if (AnimationSettings.debugMode)
                    Log.Message("Selecting animation for initiators...");
            }
            */
            if (options != null && options.Any()) {
                if (AnimationSettings.debugMode)
                    Log.Message("Randomly selecting animation...");
                return options.RandomElement();
            }
            else
                return null;
        }
        public static void RenderPawnHeadMeshInAnimation(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool portrait, Pawn pawn) {
            if(pawn == null || pawn.Map != Find.CurrentMap) {
                GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait);
                return;
            }
            CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
            if (pawnAnimator == null || !pawnAnimator.isAnimating || portrait) {
                GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait);
            } else {
                Vector3 pawnHeadPosition = pawnAnimator.getPawnHeadPosition();
                pawnHeadPosition.y = loc.y;
                GenDraw.DrawMeshNowOrLater(mesh, pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, portrait);
            }
        }
        public static void RenderPawnHeadMeshInAnimation(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool portrait, Pawn pawn, float bodySizeFactor = 1) {
            if (pawn == null) {
                GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait);
                return;
            }
            CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
            if (pawnAnimator == null || !pawnAnimator.isAnimating || portrait) {
                GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait);
            }
            else {
                Vector3 pawnHeadPosition = pawnAnimator.getPawnHeadPosition();
                pawnHeadPosition.x *= bodySizeFactor;
                pawnHeadPosition.x *= bodySizeFactor;
                pawnHeadPosition.y = loc.y;
                GenDraw.DrawMeshNowOrLater(mesh, pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, portrait);
            }
        }
        public static bool GenitalCheckForPawn(List<string> requiredGenitals, Pawn pawn, out string failReason) {
            failReason = null;
            if (requiredGenitals != null) {
                if (requiredGenitals.Contains("Vagina")) {
                    if (!rjw.Genital_Helper.has_vagina(pawn)) {
                        failReason = "missing vagina";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("Penis")) {
                    if (!(rjw.Genital_Helper.has_multipenis(pawn) || rjw.Genital_Helper.has_penis_infertile(pawn) || rjw.Genital_Helper.has_penis_fertile(pawn) || rjw.Genital_Helper.has_ovipositorM(pawn) || rjw.Genital_Helper.has_ovipositorF(pawn))) {
                        failReason = "missing penis";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("Mouth")) {
                    if (!rjw.Genital_Helper.has_mouth(pawn)) {
                        failReason = "missing mouth";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("Anus")) {
                    if (!rjw.Genital_Helper.has_anus(pawn)) {
                        failReason = "missing anus";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("Breasts")) {
                    if (!rjw.Genital_Helper.can_do_breastjob(pawn)) {
                        failReason = "missing breasts";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("NoVagina")) {
                    if (rjw.Genital_Helper.has_vagina(pawn)) {
                        failReason = "has vagina";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("NoPenis")) {
                    if ((rjw.Genital_Helper.has_multipenis(pawn) || rjw.Genital_Helper.has_penis_infertile(pawn) || rjw.Genital_Helper.has_penis_fertile(pawn))) {
                        failReason = "has penis";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("NoMouth")) {
                    if (rjw.Genital_Helper.has_mouth(pawn)) {
                        failReason = "has mouth";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("NoAnus")) {
                    if (rjw.Genital_Helper.has_anus(pawn)) {
                        failReason = "has anus";
                        return false;
                    }
                }
                if (requiredGenitals.Contains("NoBreasts")) {
                    if (rjw.Genital_Helper.can_do_breastjob(pawn)) {
                        failReason = "has breasts";
                        return false;
                    }
                }
            }
            return true;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/AnimationUtility.cs | 
	C# | 
	unknown | 11,321 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
    public class AnimationStage
    {
        public string stageName;
        public int stageIndex;
        public int playTimeTicks = 0;
        public bool isLooping;
        public List<BaseAnimationClip> animationClips;
        public void initialize() {
            foreach (BaseAnimationClip clip in animationClips) {
                clip.buildSimpleCurves();
                //select playTimeTicks as longest playtime of all the animations
                if(clip.duration > playTimeTicks) {
                    playTimeTicks = clip.duration;
                }
            }
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Animations/AnimationStage.cs | 
	C# | 
	unknown | 756 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using Verse;
namespace Rimworld_Animations {
    public abstract class BaseAnimationClip
    {
        public List<ThingDef> types; //types of participants
        public int duration;
        public abstract void buildSimpleCurves();
        public string soundDef = null; //for playing sounds
        public int actor;
    }
}
 | 
	escalera666/rimworld | 
	Source/Animations/Clips/BaseAnimationClip.cs | 
	C# | 
	unknown | 466 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using Verse;
namespace Rimworld_Animations {
    public class PawnAnimationClip : BaseAnimationClip {
        public List<PawnKeyframe> keyframes;
        public AltitudeLayer layer = AltitudeLayer.Pawn;
        public Dictionary<int, string> SoundEffects = new Dictionary<int, string>();
        public Dictionary<int, bool> quiver = new Dictionary<int, bool>();
        public SimpleCurve GenitalAngle = new SimpleCurve();
        public SimpleCurve BodyAngle = new SimpleCurve();
        public SimpleCurve HeadAngle = new SimpleCurve();
        public SimpleCurve HeadBob = new SimpleCurve();
        public SimpleCurve BodyOffsetX = new SimpleCurve();
        public SimpleCurve BodyOffsetZ = new SimpleCurve();
        public SimpleCurve HeadFacing = new SimpleCurve();
        public SimpleCurve BodyFacing = new SimpleCurve();
        
        public override void buildSimpleCurves() {
            int duration = 0;
            //getting the length of the whole clip
            foreach(PawnKeyframe frame in keyframes) {
                duration += frame.tickDuration;
            }
            //guarantees loops don't get cut off mid-anim
            this.duration = duration;
            int keyframePosition = 0;
            foreach (PawnKeyframe frame in keyframes) {
                if (frame.atTick.HasValue) {
                    if (frame.bodyAngle.HasValue)
                        BodyAngle.Add((float)frame.atTick / (float)duration, frame.bodyAngle.Value, true);
                    if (frame.headAngle.HasValue)
                        HeadAngle.Add((float)frame.atTick / (float)duration, frame.headAngle.Value, true);
                    if (frame.bodyOffsetX.HasValue)
                        BodyOffsetX.Add((float)frame.atTick / (float)duration, frame.bodyOffsetX.Value, true);
                    if (frame.bodyOffsetZ.HasValue)
                        BodyOffsetZ.Add((float)frame.atTick / (float)duration, frame.bodyOffsetZ.Value, true);
                    if (frame.headFacing.HasValue)
                        HeadFacing.Add((float)frame.atTick / (float)duration, frame.headFacing.Value, true);
                    if (frame.bodyFacing.HasValue)
                        BodyFacing.Add((float)frame.atTick / (float)duration, frame.bodyFacing.Value, true);
                    if (frame.headBob.HasValue)
                        HeadBob.Add((float)frame.atTick / (float)duration, frame.headBob.Value, true);
                    if (frame.genitalAngle.HasValue)
                        GenitalAngle.Add((float)frame.atTick / (float)duration, frame.genitalAngle.Value, true);
                    if (frame.soundEffect != null) {
                        SoundEffects.Add((int)frame.atTick, frame.soundEffect);
                    }
                    
                }
                else {
                    if (frame.bodyAngle.HasValue)
                        BodyAngle.Add((float)keyframePosition / (float)duration, frame.bodyAngle.Value, true);
                    if (frame.headAngle.HasValue)
                        HeadAngle.Add((float)keyframePosition / (float)duration, frame.headAngle.Value, true);
                    if (frame.bodyOffsetX.HasValue)
                        BodyOffsetX.Add((float)keyframePosition / (float)duration, frame.bodyOffsetX.Value, true);
                    if (frame.bodyOffsetZ.HasValue)
                        BodyOffsetZ.Add((float)keyframePosition / (float)duration, frame.bodyOffsetZ.Value, true);
                    if (frame.headFacing.HasValue)
                        HeadFacing.Add((float)keyframePosition / (float)duration, frame.headFacing.Value, true);
                    if (frame.bodyFacing.HasValue)
                        BodyFacing.Add((float)keyframePosition / (float)duration, frame.bodyFacing.Value, true);
                    if (frame.headBob.HasValue)
                        HeadBob.Add((float)keyframePosition / (float)duration, frame.headBob.Value, true);
                    if (frame.genitalAngle.HasValue)
                        GenitalAngle.Add((float)keyframePosition / (float)duration, frame.genitalAngle.Value, true);
                    if (frame.soundEffect != null) {
                        SoundEffects.Add(keyframePosition, frame.soundEffect);
                    }
                    if(frame.tickDuration != 1 && frame.quiver.HasValue) {
                        quiver.Add(keyframePosition, true);
                        quiver.Add(keyframePosition + frame.tickDuration - 1, false);
                    }
                    keyframePosition += frame.tickDuration;
                }
            }
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Animations/Clips/PawnAnimationClip.cs | 
	C# | 
	unknown | 4,805 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
    public class ThingAnimationClip : BaseAnimationClip
    {
        public List<ThingKeyframe> keyframes;
        public override void buildSimpleCurves() {
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Animations/Clips/ThingAnimationClip.cs | 
	C# | 
	unknown | 331 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
    public abstract class Keyframe
    {
        public int tickDuration = 1;
        
        
    }
}
 | 
	escalera666/rimworld | 
	Source/Animations/Keyframes/Keyframe.cs | 
	C# | 
	unknown | 256 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations {
    public class PawnKeyframe : Keyframe
    {
        public float? bodyAngle;
        public float? headAngle;
        public float? genitalAngle;
        public float? bodyOffsetZ;
        public float? bodyOffsetX;
        public float? headBob;
        //todo: add headOffsets l/r?
        public int? bodyFacing;
        public int? headFacing;
        public string soundEffect;
        public bool? quiver;
        public float? atTick;
    }
}
 | 
	escalera666/rimworld | 
	Source/Animations/Keyframes/PawnKeyframe.cs | 
	C# | 
	unknown | 624 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
    public class ThingKeyframe : Keyframe
    {
    }
}
 | 
	escalera666/rimworld | 
	Source/Animations/Keyframes/ThingKeyframe.cs | 
	C# | 
	unknown | 208 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using rjw;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace Rimworld_Animations {
    public class CompBodyAnimator : ThingComp
    {
        public Pawn pawn => base.parent as Pawn;
        public PawnGraphicSet Graphics;
        
        //public CompProperties_BodyAnimator Props => (CompProperties_BodyAnimator)(object)base.props;
        public bool isAnimating {
            get {
                return Animating;
            }
            set {
                Animating = value;
                if(value == true) {
                    SexUtility.DrawNude(pawn);
                } else {
                    pawn.Drawer.renderer.graphics.ResolveAllGraphics();
                    actorsInCurrentAnimation = null;
                }
                PortraitsCache.SetDirty(pawn);
            }
        }
        private bool Animating = false;
        private bool mirror = false, quiver = false, shiver = false;
        private int actor;
        private int lastDrawFrame = -1;
        private int animTicks = 0, stageTicks = 0, clipTicks = 0;
        private int curStage = 0;
        private float clipPercent = 0;
        public Vector3 anchor = Vector3.zero, deltaPos = Vector3.zero, headBob = Vector3.zero;
        public float bodyAngle = 0, headAngle = 0, genitalAngle = 0;
        public Rot4 headFacing = Rot4.North, bodyFacing = Rot4.North;
        public List<Pawn> actorsInCurrentAnimation;
        public bool controlGenitalAngle = false;
        private AnimationDef anim;
        private AnimationStage stage => anim.animationStages[curStage];
        private PawnAnimationClip clip => (PawnAnimationClip)stage.animationClips[actor];
        public bool Mirror {
            get {
                return mirror;
            }
        }
        public void setAnchor(IntVec3 pos)
        {
            anchor = pos.ToVector3Shifted();
        }
        public void setAnchor(Thing thing) {
            
            //center on bed
            if(thing is Building_Bed) {
                anchor = thing.Position.ToVector3();
                if (((Building_Bed)thing).SleepingSlotsCount == 2) {
                    if (thing.Rotation.AsInt == 0) {
                        anchor.x += 1;
                        anchor.z += 1;
                    }
                    else if (thing.Rotation.AsInt == 1) {
                        anchor.x += 1;
                    }
                    else if(thing.Rotation.AsInt == 3) {
                        anchor.z += 1;
                    }
                }
                else {
                    if(thing.Rotation.AsInt == 0) {
                        anchor.x += 0.5f;
                        anchor.z += 1f;
                    }
                    else if(thing.Rotation.AsInt == 1) {
                        anchor.x += 1f;
                        anchor.z += 0.5f;
                    }
                    else if(thing.Rotation.AsInt == 2) {
                        anchor.x += 0.5f;
                    } else {
                        anchor.z += 0.5f;
                    }
                }
            }
            else {
                anchor = thing.Position.ToVector3Shifted();
            }
        }
        public void StartAnimation(AnimationDef anim, List<Pawn> actors, int actor, bool mirror = false, bool shiver = false, bool fastAnimForQuickie = false) {
            actorsInCurrentAnimation = actors;
            AlienRaceOffset raceOffset = anim?.actors[actor]?.raceOffsets?.Find(x => x.defName == pawn.def.defName);
            if (raceOffset != null) {
                anchor.x += mirror ? raceOffset.offset.x * -1f : raceOffset.offset.x;
                anchor.z += raceOffset.offset.y;
            }
            //change the offset based on pawn body type
            if(pawn?.story?.bodyType != null) {
                if (pawn.story.bodyType == BodyTypeDefOf.Fat && anim?.actors[actor]?.bodyTypeOffset?.Fat != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Fat.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Fat.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Female && anim?.actors[actor]?.bodyTypeOffset?.Female != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Female.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Female.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Male && anim?.actors[actor]?.bodyTypeOffset?.Male != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Male.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Male.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Thin && anim?.actors[actor]?.bodyTypeOffset?.Thin != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Thin.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Thin.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Hulk && anim?.actors[actor]?.bodyTypeOffset?.Hulk != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Hulk.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Hulk.Value.y;
                }
            }
            pawn.jobs.posture = PawnPosture.Standing;
            this.actor = actor;
            this.anim = anim;
            this.mirror = mirror;
            curStage = fastAnimForQuickie ? 1 : 0;
            animTicks = 0;
            stageTicks = 0;
            clipTicks = 0;
            quiver = false;
            this.shiver = shiver && AnimationSettings.rapeShiver;
            controlGenitalAngle = anim.actors[actor].controlGenitalAngle;
            isAnimating = true;
            //tick once for initialization
            tickAnim();
        }
        public override void CompTick() {
            base.CompTick();
            if(isAnimating) {
                if (pawn.Dead || pawn?.jobs?.curDriver == null || (pawn?.jobs?.curDriver != null && !(pawn?.jobs?.curDriver is rjw.JobDriver_Sex))) {
                    isAnimating = false;
                }
                else {
                    tickAnim();
                }
            }
        }
        public void animatePawn(ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing, ref Rot4 headFacing) {
            if(!isAnimating) {
                return;
            }
            rootLoc = anchor + deltaPos;
            angle = bodyAngle;
            bodyFacing = this.bodyFacing;
            headFacing = this.headFacing;
        }
        public void tickGraphics(PawnGraphicSet graphics) {
            this.Graphics = graphics;
        }
        public void tickAnim() {
            if (!isAnimating) return;
            if (anim == null) {
                isAnimating = false;
                return;
            }
            animTicks++;
            
            if (animTicks < anim.animationTimeTicks) {
                tickStage();
            } else {
                if(LoopNeverending())
                {
                    ResetOnLoop();
                } else
                {
                    isAnimating = false;
                }
                
                
            }
        }
        public void tickStage()
        {
            stageTicks++;
            if(stageTicks >= stage.playTimeTicks) {
                curStage++;
                stageTicks = 0;
                clipTicks = 0;
                clipPercent = 0;
            }
            if(curStage >= anim.animationStages.Count) {
                if (LoopNeverending())
                {
                    ResetOnLoop();
                }
                else
                {
                    isAnimating = false;
                    pawn.jobs.curDriver.ReadyForNextToil();
                }
            } else {
                tickClip();
            }
            
            
        }
        public void tickClip() {
            clipTicks++;
            //play sound effect
            if(rjw.RJWSettings.sounds_enabled && clip.SoundEffects.ContainsKey(clipTicks) && AnimationSettings.soundOverride) {
                
                SoundInfo sound = new TargetInfo(pawn.Position, pawn.Map);
                string soundEffectName = clip.SoundEffects[clipTicks];
                if ((pawn.jobs.curDriver as JobDriver_Sex).isAnimalOnAnimal)
                {
                    sound.volumeFactor *= RJWSettings.sounds_animal_on_animal_volume;
                }
                if(soundEffectName.StartsWith("Voiceline_"))
                {
                    sound.volumeFactor *= RJWSettings.sounds_voice_volume;
                }
                if (clip.SoundEffects[clipTicks] == "Cum") {
                    sound.volumeFactor *= RJWSettings.sounds_cum_volume;
                    considerApplyingSemen();
                        
                } else
                {
                    sound.volumeFactor *= RJWSettings.sounds_sex_volume;
                }
                SoundDef.Named(soundEffectName).PlayOneShot(sound);
            }
            if(AnimationSettings.orgasmQuiver && clip.quiver.ContainsKey(clipTicks)) {
                quiver = clip.quiver[clipTicks];
            }
            
            //loop animation if possible
            if (clipPercent >= 1 && stage.isLooping) {
                clipTicks = 1;//warning: don't set to zero or else calculations go wrong
            }
            clipPercent = (float)clipTicks / (float)clip.duration;
            calculateDrawValues();
        }
        public void considerApplyingSemen()
        {
            if(AnimationSettings.applySemenOnAnimationOrgasm && (pawn?.jobs?.curDriver is JobDriver_Sex))
            {
                Pawn partner = (pawn.jobs.curDriver as JobDriver_Sex)?.Partner;
                if (anim.sexTypes.Contains((pawn.jobs.curDriver as JobDriver_Sex).sexType))
                {
                    SemenHelper.calculateAndApplySemen(pawn, partner, (pawn.jobs.curDriver as JobDriver_Sex).sexType);
                }
            }
        }
        public void calculateDrawValues() {
            /*if(Find.TickManager.TickRateMultiplier > 1 && (lastDrawFrame + 1 >= RealTime.frameCount || RealTime.deltaTime < 0.05f)) {
                return;
            }*/
            deltaPos = new Vector3(clip.BodyOffsetX.Evaluate(clipPercent) * (mirror ? -1 : 1), clip.layer.AltitudeFor(), clip.BodyOffsetZ.Evaluate(clipPercent));
            if (AnimationSettings.offsets != null && AnimationSettings.offsets.ContainsKey(CurrentAnimation.defName + pawn.def.defName + ActorIndex)) {
                deltaPos.x += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + ActorIndex].x * (mirror ? -1 : 1);
                deltaPos.z += AnimationSettings.offsets[CurrentAnimation.defName + pawn.def.defName + ActorIndex].y;
            }
            bodyAngle = (clip.BodyAngle.Evaluate(clipPercent) + (quiver || shiver ? ((Rand.Value * AnimationSettings.shiverIntensity) - (AnimationSettings.shiverIntensity / 2f)) : 0f)) * (mirror ? -1 : 1);
            headAngle = clip.HeadAngle.Evaluate(clipPercent) * (mirror ? -1 : 1);
            if (controlGenitalAngle) {
                genitalAngle = clip.GenitalAngle.Evaluate(clipPercent) * (mirror ? -1 : 1);
            }
            if (AnimationSettings.rotation != null && AnimationSettings.rotation.ContainsKey(CurrentAnimation.defName + pawn.def.defName + ActorIndex)) {
                float offsetRotation = AnimationSettings.rotation[CurrentAnimation.defName + pawn.def.defName + ActorIndex] * (Mirror ? -1 : 1);
                genitalAngle += offsetRotation;
                bodyAngle += offsetRotation;
                headAngle += offsetRotation;
            }
            //don't go past 360 or less than 0
            if (bodyAngle < 0) bodyAngle = 360 - ((-1f*bodyAngle) % 360);
            if (bodyAngle > 360) bodyAngle %= 360;
            
            if (headAngle < 0) headAngle = 360 - ((-1f * headAngle) % 360);
            if (headAngle > 360) headAngle %= 360;
            if (genitalAngle < 0) genitalAngle = 360 - ((-1f * genitalAngle) % 360);
            if (genitalAngle > 360) genitalAngle %= 360;
            bodyFacing = mirror ? new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)).Opposite : new Rot4((int)clip.BodyFacing.Evaluate(clipPercent));
            bodyFacing = new Rot4((int)clip.BodyFacing.Evaluate(clipPercent));
            if(bodyFacing.IsHorizontal && mirror) {
                bodyFacing = bodyFacing.Opposite;
            }
            headFacing = new Rot4((int)clip.HeadFacing.Evaluate(clipPercent));
            if(headFacing.IsHorizontal && mirror) {
                headFacing = headFacing.Opposite;
            }
            headBob = new Vector3(0, 0, clip.HeadBob.Evaluate(clipPercent));
            lastDrawFrame = RealTime.frameCount;
        }
        public Vector3 getPawnHeadPosition() {
            Vector3 headPos = anchor + deltaPos + Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob);
            return headPos;
        }
        public AnimationDef CurrentAnimation {
            get {
                return anim;
            }
        }
        public int ActorIndex {
            get {
                return actor;
            }
        }
        public override void PostExposeData() {
            base.PostExposeData();
            
            Scribe_Defs.Look(ref anim, "RJWAnimations-Anim");
            Scribe_Values.Look(ref animTicks, "RJWAnimations-animTicks", 1);
            Scribe_Values.Look(ref stageTicks, "RJWAnimations-stageTicks", 1);
            Scribe_Values.Look(ref clipTicks, "RJWAnimations-clipTicks", 1);
            Scribe_Values.Look(ref clipPercent, "RJWAnimations-clipPercent", 1);
            Scribe_Values.Look(ref mirror, "RJWAnimations-mirror");
            Scribe_Values.Look(ref curStage, "RJWAnimations-curStage", 0);
            Scribe_Values.Look(ref actor, "RJWAnimations-actor");
            Scribe_Values.Look(ref Animating, "RJWAnimations-Animating");
            Scribe_Values.Look(ref anchor, "RJWAnimations-anchor");
            Scribe_Values.Look(ref deltaPos, "RJWAnimations-deltaPos");
            Scribe_Values.Look(ref headBob, "RJWAnimations-headBob");
            Scribe_Values.Look(ref bodyAngle, "RJWAnimations-bodyAngle");
            Scribe_Values.Look(ref headAngle, "RJWAnimations-headAngle");
            Scribe_Values.Look(ref genitalAngle, "RJWAnimations-GenitalAngle");
            Scribe_Values.Look(ref controlGenitalAngle, "RJWAnimations-controlGenitalAngle");
            Scribe_Values.Look(ref headFacing, "RJWAnimations-headFacing");
            Scribe_Values.Look(ref headFacing, "RJWAnimations-bodyFacing");
            Scribe_Values.Look(ref quiver, "RJWAnimations-orgasmQuiver");                             
        }
        public void shiftActorPositionAndRestartAnimation() {
            actor = (actor == anim.actors.Count - 1 ? 0 : actor + 1);
            if (pawn?.story?.bodyType != null) {
                if (pawn.story.bodyType == BodyTypeDefOf.Fat && anim?.actors[actor]?.bodyTypeOffset?.Fat != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Fat.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Fat.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Female && anim?.actors[actor]?.bodyTypeOffset?.Female != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Female.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Female.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Male && anim?.actors[actor]?.bodyTypeOffset?.Male != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Male.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Male.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Thin && anim?.actors[actor]?.bodyTypeOffset?.Thin != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Thin.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Thin.Value.y;
                }
                else if (pawn.story.bodyType == BodyTypeDefOf.Hulk && anim?.actors[actor]?.bodyTypeOffset?.Hulk != null) {
                    anchor.x += anim.actors[actor].bodyTypeOffset.Hulk.Value.x * (mirror ? -1f : 1f);
                    anchor.z += anim.actors[actor].bodyTypeOffset.Hulk.Value.y;
                }
            }
            curStage = 0;
            animTicks = 0;
            stageTicks = 0;
            clipTicks = 0;
            controlGenitalAngle = anim.actors[actor].controlGenitalAngle;
            tickAnim();
        }
        public bool LoopNeverending()
        {
            if(pawn?.jobs?.curDriver != null && 
                (pawn.jobs.curDriver is JobDriver_Sex) && (pawn.jobs.curDriver as JobDriver_Sex).neverendingsex ||
                (pawn.jobs.curDriver is JobDriver_SexBaseReciever) && (pawn.jobs.curDriver as JobDriver_Sex).Partner?.jobs?.curDriver != null && ((pawn.jobs.curDriver as JobDriver_Sex).Partner.jobs.curDriver as JobDriver_Sex).neverendingsex)
            {
                return true;
            }
            return false;
        }
        public void ResetOnLoop()
        {
            curStage = 1;
            animTicks = 0;
            stageTicks = 0;
            clipTicks = 0;
            tickAnim();
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Comps/CompBodyAnimator.cs | 
	C# | 
	unknown | 18,152 | 
| 
	 using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using RimWorld;
namespace Rimworld_Animations {
    class CompProperties_BodyAnimator : CompProperties
    {
        public CompProperties_BodyAnimator() {
            base.compClass = typeof(CompBodyAnimator);
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Comps/CompProperties_BodyAnimator.cs | 
	C# | 
	unknown | 364 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
    class CompProperties_ThingAnimator
    {
    }
}
 | 
	escalera666/rimworld | 
	Source/Comps/CompProperties_ThingAnimator.cs | 
	C# | 
	unknown | 205 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
    class CompThingAnimator
    {
    }
}
 | 
	escalera666/rimworld | 
	Source/Comps/CompThingAnimator.cs | 
	C# | 
	unknown | 194 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using Verse;
namespace Rimworld_Animations {
    public class AnimationDef : Def
    {
        public List<AnimationStage> animationStages;
        public List<Actor> actors;
        public int animationTimeTicks = 0; //do not set manually
        public bool sounds = false;
        public List<rjw.xxx.rjwSextype> sexTypes = null;
        public List<InteractionDef> interactionDefTypes = null;
        public override void PostLoad() {
            base.PostLoad();
            foreach(AnimationStage stage in animationStages) {
                stage.initialize();
                animationTimeTicks += stage.playTimeTicks;
            }
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Defs/AnimationDef.cs | 
	C# | 
	unknown | 795 | 
| 
	using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI;
using System;
using rjw;
namespace Rimworld_Animations {
	public class JobDriver_SexBaseRecieverLovedForAnimation : JobDriver_SexBaseReciever {
		public readonly TargetIndex ipartner = TargetIndex.A;
		public readonly TargetIndex ibed = TargetIndex.B;
		public override bool TryMakePreToilReservations(bool errorOnFailed) {
			return base.TryMakePreToilReservations(errorOnFailed);
		}
		protected override IEnumerable<Toil> MakeNewToils() {
			setup_ticks();
			float partner_ability = xxx.get_sex_ability(Partner);
			// More/less hearts based on partner ability.
			if (partner_ability < 0.8f)
				ticks_between_thrusts += 100;
			else if (partner_ability > 2.0f)
				ticks_between_thrusts -= 25;
			// More/less hearts based on opinion.
			if (pawn.relations.OpinionOf(Partner) < 0)
				ticks_between_hearts += 50;
			else if (pawn.relations.OpinionOf(Partner) > 60)
				ticks_between_hearts -= 25;
			parteners.Add(Partner);// add job starter, so this wont fail, before Initiator starts his job
								   //--Log.Message("[RJW]JobDriver_GettinLoved::MakeNewToils is called");
			this.FailOnDespawnedOrNull(ipartner);
			this.FailOn(() => !Partner.health.capacities.CanBeAwake);
			this.FailOn(() => pawn.Drafted);
			this.KeepLyingDown(ibed);
			yield return Toils_Reserve.Reserve(ipartner, 1, 0);
			yield return Toils_Reserve.Reserve(ibed, Bed.SleepingSlotsCount, 0);
			Toil get_loved = new Toil();
			get_loved.FailOn(() => {
				for (int i = 0; i < parteners.Count; i++)
                {
					if (parteners[i].CurJobDef != DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true))
                    {
						return true;
                    }
				}
				return false;
			});
			get_loved.defaultCompleteMode = ToilCompleteMode.Never;
			get_loved.socialMode = RandomSocialMode.Off;
			get_loved.handlingFacing = true;
			get_loved.AddPreTickAction(delegate {
				if (pawn.IsHashIntervalTick(ticks_between_hearts))
					MoteMaker.ThrowMetaIcon(pawn.Position, pawn.Map, ThingDefOf.Mote_Heart);
			});
			get_loved.AddEndCondition(() =>
			{
				if (parteners.Count <= 0)
				{
					return JobCondition.Succeeded;
				}
				return JobCondition.Ongoing;
			});
			get_loved.AddFinishAction(delegate {
				if (xxx.is_human(pawn))
					pawn.Drawer.renderer.graphics.ResolveApparelGraphics();
			});
			yield return get_loved;
			
		}
	}
} | 
	escalera666/rimworld | 
	Source/JobDrivers/JobDriver_SexBaseRecieverLovedForAnimation.cs | 
	C# | 
	unknown | 2,445 | 
| 
	using RimWorld;
using rjw;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using Verse.AI;
namespace Rimworld_Animations {
    class JobDriver_SexCasualForAnimation : JobDriver_SexBaseInitiator {
        public readonly TargetIndex ipartner = TargetIndex.A;
        public readonly TargetIndex ibed = TargetIndex.B;
        public override bool TryMakePreToilReservations(bool errorOnFailed) {
            return pawn.Reserve(Target, job, xxx.max_rapists_per_prisoner, 0, null, errorOnFailed);
        }
        protected override IEnumerable<Toil> MakeNewToils() {
            setup_ticks();
            this.FailOnDespawnedOrNull(ipartner);
            this.FailOnDespawnedOrNull(ibed);
            this.FailOn(() => !Partner.health.capacities.CanBeAwake);
            yield return Toils_Reserve.Reserve(ipartner, xxx.max_rapists_per_prisoner, 0, null);
            Toil goToPawnInBed = Toils_Goto.GotoThing(ipartner, PathEndMode.OnCell);
            goToPawnInBed.FailOn(() => !RestUtility.InBed(Partner) && Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("GettinLovedAnimation") && !xxx.in_same_bed(Partner, pawn));
            yield return goToPawnInBed;
            Toil startPartnerSex = new Toil();
            startPartnerSex.initAction = delegate {
                if(Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("GettinLovedAnimation")) // allows threesomes
                {
                    Job gettinLovedJob = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("GettinLovedAnimation"), pawn, Bed); // new gettin loved toil that wakes up the pawn goes here
                    Partner.jobs.jobQueue.EnqueueFirst(gettinLovedJob);
                    Partner.jobs.EndCurrentJob(JobCondition.InterruptForced);
                }
                
            };
            yield return startPartnerSex;
            Toil sexToil = new Toil();
            sexToil.FailOn(() => (Partner.CurJobDef == null) || Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("GettinLovedAnimation", true)); //partner jobdriver is not sexbaserecieverlovedforanim
            sexToil.socialMode = RandomSocialMode.Off;
            sexToil.defaultCompleteMode = ToilCompleteMode.Never;
            sexToil.handlingFacing = true;
            sexToil.initAction = delegate {
                usedCondom = (CondomUtility.TryUseCondom(base.pawn) || CondomUtility.TryUseCondom(Partner));
                Start();
            };
            sexToil.AddPreTickAction(delegate {
                if(!Partner.TryGetComp<CompBodyAnimator>().isAnimating)
                {
                    pawn.TryGetComp<CompBodyAnimator>().isAnimating = false;
                }
                if(Gen.IsHashIntervalTick(pawn, ticks_between_hearts)) {
                    MoteMaker.ThrowMetaIcon(pawn.Position, pawn.Map, ThingDefOf.Mote_Heart);
                }
                SexTick(pawn, Partner);
                SexUtility.reduce_rest(Partner);
                SexUtility.reduce_rest(pawn, 2);
                if (ticks_left <= 0)
                    ReadyForNextToil();
            });
            sexToil.AddFinishAction(delegate {
                End();
            });
            yield return sexToil;
            Toil finish = new Toil();
            finish.initAction = delegate {
                SexUtility.ProcessSex(pawn, Partner, usedCondom, isRape, isCoreLovin: false, isWhoring, sexType);    
            };
            finish.defaultCompleteMode = ToilCompleteMode.Instant;
            yield return finish;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/JobDrivers/JobDriver_SexCasualForAnimation.cs | 
	C# | 
	unknown | 3,620 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using RimWorld;
using UnityEngine;
namespace Rimworld_Animations {
    class MainTabWindow_OffsetConfigure : MainTabWindow
    {
        public override Vector2 RequestedTabSize => new Vector2(505, 380);
        public override void DoWindowContents(Rect inRect) {
            Rect position = new Rect(inRect.x, inRect.y, inRect.width, inRect.height);
            Listing_Standard listingStandard = new Listing_Standard();
            listingStandard.Begin(position);
            listingStandard.Label("Animation Manager");
            listingStandard.GapLine();
            if (Find.Selector.SingleSelectedThing is Pawn) {
                Pawn curPawn = Find.Selector.SingleSelectedThing as Pawn;
                if (curPawn.TryGetComp<CompBodyAnimator>().isAnimating) {
                    AnimationDef def = curPawn.TryGetComp<CompBodyAnimator>().CurrentAnimation;
                    int ActorIndex = curPawn.TryGetComp<CompBodyAnimator>().ActorIndex;
                    float offsetX = 0, offsetZ = 0, rotation = 0;
                    if (AnimationSettings.offsets.ContainsKey(def.defName + curPawn.def.defName + ActorIndex)) {
                        offsetX = AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex].x;
                        offsetZ = AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex].y;
                    } else {
                        AnimationSettings.offsets.Add(def.defName + curPawn.def.defName + ActorIndex, new Vector2(0, 0));
                    }
                    if (AnimationSettings.rotation.ContainsKey(def.defName + curPawn.def.defName + ActorIndex)) {
                        rotation = AnimationSettings.rotation[def.defName + curPawn.def.defName + ActorIndex];
                    }
                    else {
                        AnimationSettings.rotation.Add(def.defName + curPawn.def.defName + ActorIndex, 0);
                    }
                    listingStandard.Label("Name: " + curPawn.Name + " Race: " + curPawn.def.defName + " Actor Index: " + curPawn.TryGetComp<CompBodyAnimator>().ActorIndex + " Animation: " + def.label + (curPawn.TryGetComp<CompBodyAnimator>().Mirror ? " mirrored" : ""));
                    if(curPawn.def.defName == "Human") {
                        listingStandard.Label("Warning--You generally don't want to change human offsets, only alien offsets");
                    }
                    
                    listingStandard.Label("X Offset: " + offsetX);
                    offsetX = listingStandard.Slider(offsetX, -10, 10);
                    listingStandard.Label("Z Offset: " + offsetZ);
                    offsetZ = listingStandard.Slider(offsetZ, -10, 10);
                    listingStandard.Label("Rotation: " + rotation);
                    rotation = listingStandard.Slider(rotation, -180, 180);
                    if(listingStandard.ButtonText("Reset All")) {
                        offsetX = 0;
                        offsetZ = 0;
                        rotation = 0;
                    }
                    listingStandard.GapLine();
                    if(listingStandard.ButtonText("Shift Actors")) {
                        
                        if(AnimationSettings.debugMode) {
                            Log.Message("Shifting actors in animation...");
                        }
                        for(int i = 0; i < curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.Count; i++) {
                            Pawn actor = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation[i];
                            actor.TryGetComp<CompBodyAnimator>()?.shiftActorPositionAndRestartAnimation();
                            //reset the clock time of every pawn in animation
                            if(actor.jobs.curDriver is rjw.JobDriver_Sex) {
                                (actor.jobs.curDriver as rjw.JobDriver_Sex).ticks_left = def.animationTimeTicks;
                                (actor.jobs.curDriver as rjw.JobDriver_Sex).ticksLeftThisToil = def.animationTimeTicks;
                                (actor.jobs.curDriver as rjw.JobDriver_Sex).duration = def.animationTimeTicks;
                            }
                        }
                    }
                    if (offsetX != AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex].x || offsetZ != AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex].y) {
                        AnimationSettings.offsets[def.defName + curPawn.def.defName + ActorIndex] = new Vector2(offsetX, offsetZ);
                    }
                    if(rotation != AnimationSettings.rotation[def.defName + curPawn.def.defName + ActorIndex]) {
                        AnimationSettings.rotation[def.defName + curPawn.def.defName + ActorIndex] = rotation;
                    }
                }
            }
            else {
                listingStandard.Label("Select a pawn currently in an animation to change their offsets");
            }
            listingStandard.End();
            base.DoWindowContents(inRect);
        }
        public override void PreOpen() {
            base.PreOpen();
            if(AnimationSettings.offsets == null) {
                if (AnimationSettings.debugMode)
                    Log.Message("New offsets");
                AnimationSettings.offsets = new Dictionary<string, Vector2>();
            }
            if(AnimationSettings.rotation == null) {
                if (AnimationSettings.debugMode)
                    Log.Message("New rotation");
                AnimationSettings.rotation = new Dictionary<string, float>();
            }
        }
        public override void PostClose() {
            base.PostClose();
            LoadedModManager.GetMod<RJW_Animations>().WriteSettings();
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/MainTabWindows/MainTabWindow_OffsetConfigure.cs | 
	C# | 
	unknown | 6,028 | 
| 
	using RimWorld;
using Verse;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations {
    [DefOf]
    public static class OffsetMainButtonDefOf {
        public static MainButtonDef OffsetManager;
        static OffsetMainButtonDefOf() {
            DefOfHelper.EnsureInitializedInCtor(typeof(OffsetMainButtonDefOf));
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/MainTabWindows/OffsetMainButtonDefOf.cs | 
	C# | 
	unknown | 436 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using RimWorld.Planet;
using Verse;
namespace Rimworld_Animations {
    public class WorldComponent_UpdateMainTab : WorldComponent {
        public WorldComponent_UpdateMainTab(World world) : base(world) {
        }
        public override void FinalizeInit() {
            base.FinalizeInit();
            OffsetMainButtonDefOf.OffsetManager.buttonVisible = AnimationSettings.offsetTab;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/MainTabWindows/WorldComponent_UpdateMainTab.cs | 
	C# | 
	unknown | 547 | 
| 
	using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
using AlienRace;
namespace Rimworld_Animations {
    [StaticConstructorOnStartup]
    public static class HarmonyPatch_AlienRace {
        static HarmonyPatch_AlienRace () {
			try {
				((Action)(() => {
					if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Humanoid Alien Races 2.0")) {
						(new Harmony("rjw")).Patch(AccessTools.Method(typeof(PawnGraphicSet), "ResolveApparelGraphics"),
							prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_StopResolveAllGraphicsWhileSex")));
						(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("AlienRace.HarmonyPatches"), "DrawAddons"),
							prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_AnimateHeadAddons")));
					}
				}))();
			}
			catch (TypeLoadException ex) {
			}
		}
		public static bool Prefix_StopResolveAllGraphicsWhileSex(ref Pawn ___pawn) {
			if(___pawn.TryGetComp<CompBodyAnimator>() != null && ___pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
				return false;
			}
			return true;
		}
		public static bool Prefix_AnimateHeadAddons(bool portrait, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation, bool invisible) {
			if (portrait || pawn.TryGetComp<CompBodyAnimator>() == null || !pawn.TryGetComp<CompBodyAnimator>().isAnimating) return true;
			if (!(pawn.def is ThingDef_AlienRace alienProps) || invisible) return false;
			List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons;
			AlienPartGenerator.AlienComp alienComp = pawn.GetComp<AlienPartGenerator.AlienComp>();
			CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
			for (int i = 0; i < addons.Count; i++) {
				AlienPartGenerator.BodyAddon ba = addons[index: i];
				if (!ba.CanDrawAddon(pawn: pawn)) continue;
				AlienPartGenerator.RotationOffset offset;
				if (ba.drawnInBed || ba.alignWithHead) {
					offset = pawnAnimator.headFacing == Rot4.South ?
														ba.offsets.south :
														pawnAnimator.headFacing == Rot4.North ?
															ba.offsets.north :
															pawnAnimator.headFacing == Rot4.East ?
															ba.offsets.east :
															ba.offsets.west;
				} else {
					offset = rotation == Rot4.South ?
										ba.offsets.south :
										rotation == Rot4.North ?
											ba.offsets.north :
											rotation == Rot4.East ?
											ba.offsets.east :
											ba.offsets.west;
				}
				
				Vector2 bodyOffset = (portrait ? offset?.portraitBodyTypes ?? offset?.bodyTypes : offset?.bodyTypes)?.FirstOrDefault(predicate: to => to.bodyType == pawn.story.bodyType)
                                   ?.offset ?? Vector2.zero;
                Vector2 crownOffset = (portrait ? offset?.portraitCrownTypes ?? offset?.crownTypes : offset?.crownTypes)?.FirstOrDefault(predicate: to => to.crownType == alienComp.crownType)
                                    ?.offset ?? Vector2.zero;
				//Defaults for tails 
				//south 0.42f, -0.3f, -0.22f
				//north     0f,  0.3f, -0.55f
				//east -0.42f, -0.3f, -0.22f   
				float moffsetX = 0.42f;
				float moffsetZ = -0.22f;
				float layerOffset = offset?.layerOffset ?? ba.layerOffset;
				float moffsetY = ba.inFrontOfBody ? 0.3f + ba.layerOffset : -0.3f - ba.layerOffset;
				float num = ba.angle;
				if (((ba.drawnInBed || ba.alignWithHead) ? pawnAnimator.headFacing : rotation) == Rot4.North) {
					moffsetX = 0f;
					if (ba.layerInvert)
						moffsetY = -moffsetY;
					moffsetZ = -0.55f;
					num = 0;
				}
				moffsetX += bodyOffset.x + crownOffset.x;
				moffsetZ += bodyOffset.y + crownOffset.y;
				if (((ba.drawnInBed || ba.alignWithHead) ? pawnAnimator.headFacing : rotation) == Rot4.East) {
					moffsetX = -moffsetX;
					num = -num; //Angle
				}
				Vector3 offsetVector = new Vector3(x: moffsetX, y: moffsetY, z: moffsetZ);
				//Angle calculation to not pick the shortest, taken from Quaternion.Angle and modified
				//assume drawnInBed means headAddon
				Graphic addonGraphic = alienComp.addonGraphics[i];
				addonGraphic.drawSize = (portrait && ba.drawSizePortrait != Vector2.zero ? ba.drawSizePortrait : ba.drawSize) * (ba.scaleWithPawnDrawsize ? alienComp.customDrawSize : Vector2.one) * 1.5f;
				if ((ba.drawnInBed || ba.alignWithHead) && pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
					Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
					Rot4 headRotInAnimation = pawnAnimator.headFacing;
					Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition() - pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing).RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f);
					GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation + (ba.alignWithHead ? headOffset : Vector3.zero) + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f),
						quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), drawNow: portrait);
				}
				else {
					Quaternion addonRotation = quat;
					if (AnimationSettings.controlGenitalRotation && pawnAnimator.controlGenitalAngle && ba?.hediffGraphics != null && ba.hediffGraphics.Count != 0 && ba.hediffGraphics[0]?.path != null && (ba.hediffGraphics[0].path.Contains("Penis") || ba.hediffGraphics[0].path.Contains("penis"))) {
						addonRotation = Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up);
					}
					GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: quat)) * 2f * 57.29578f),
					quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), drawNow: portrait);
				}
				
			}
			return false;
		}
	}
} | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_AlienRace.cs | 
	C# | 
	unknown | 6,357 | 
| 
	/*
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using rjw;
using Verse;
using RimWorld;
using System.Reflection.Emit;
using System.Reflection;
using UnityEngine;
namespace Rimworld_Animations {
	[StaticConstructorOnStartup]
	public static class HarmonyPatch_CSL {
		static HarmonyPatch_CSL() {
			try {
				((Action)(() => {
					if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Children, school and learning")) {
						(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("Children.PawnRenderer_RenderPawnInternal_Patch"), "RenderPawnInternalScaled"),
							prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Prefix_CSL")),
							transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_CSL), "Transpiler_CSL")));
					}
				}))();
			}
			catch (TypeLoadException ex) {
			}
		}
		public static void Prefix_CSL(PawnRenderer __instance, Pawn pawn, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) {
			PawnGraphicSet graphics = __instance.graphics;
			CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
			if (!graphics.AllResolved) {
				graphics.ResolveAllGraphics();
			}
			if (bodyAnim != null && bodyAnim.isAnimating && !portrait) {
				bodyAnim.tickGraphics(graphics);
				pawn.TryGetComp<CompBodyAnimator>().animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
			}
		}
		public static IEnumerable<CodeInstruction> Transpiler_CSL(IEnumerable<CodeInstruction> instructions) {
			MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");
			FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic");
			List<CodeInstruction> codes = instructions.ToList();
			bool forHead = true;
			for (int i = 0; i < codes.Count(); i++) {
				//Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method
				if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) {
					yield return new CodeInstruction(OpCodes.Ldarg_0);
					yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn"));
					yield return new CodeInstruction(OpCodes.Ldarg_2);
					yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn), typeof(float) }));
				}
				//checking for if(graphics.headGraphic != null)
				else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) {
					forHead = true;
					yield return codes[i];
				}
				//checking for if(renderbody)
				else if (codes[i].opcode == OpCodes.Ldarg_3) {
					forHead = false;
					yield return codes[i];
				}
				else {
					yield return codes[i];
				}
			}
		}
	}
}*/
 | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_CSL.cs | 
	C# | 
	unknown | 3,091 | 
| 
	using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations {
    class HarmonyPatch_DontShaveYourHead {
		[StaticConstructorOnStartup]
		public static class Patch_DontShaveYourHead {
			static Patch_DontShaveYourHead() {
				try {
					((Action)(() =>
					{
						if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Don't Shave Your Head 1.0")) {
							(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("DontShaveYourHead.Harmony_PawnRenderer"), "DrawHairReroute"), //typeof(ShowHair.Patch_PawnRenderer_RenderPawnInternal), nameof(ShowHair.Patch_PawnRenderer_RenderPawnInternal.Postfix)),
								transpiler: new HarmonyMethod(AccessTools.Method(typeof(Patch_ShowHairWithHats), "Transpiler")));
						}
					}))();
				}
				catch (TypeLoadException ex) { }
			}
		}
	}
}
 | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_DontShaveYourHead.cs | 
	C# | 
	unknown | 932 | 
| 
	using HarmonyLib;
using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
	[StaticConstructorOnStartup]
	public static class Patch_FacialAnimation {
		static Patch_FacialAnimation() {
			try {
				((Action)(() => {
					if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[NL] Facial Animation - WIP")) {
						(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("FacialAnimation.DrawFaceGraphicsComp"), "DrawGraphics"),
							prefix: new HarmonyMethod(AccessTools.Method(typeof(Patch_FacialAnimation), "Prefix")));
					}
				}))();
			}
			catch (TypeLoadException ex) {
				
			}
		}
		public static bool Prefix(ref Pawn ___pawn, ref Rot4 headFacing, ref Vector3 headOrigin, ref Quaternion quaternion, ref bool portrait) {
			CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>();
			if (bodyAnim != null && bodyAnim.isAnimating && !portrait) {
				headFacing = bodyAnim.headFacing;
				headOrigin = new Vector3(bodyAnim.getPawnHeadPosition().x, headOrigin.y, bodyAnim.getPawnHeadPosition().z);
				quaternion = Quaternion.AngleAxis(bodyAnim.headAngle, Vector3.up);
			}
			return true;
		}
		/*
		public static List<string> rjwLovinDefNames = new List<string>{
			"Lovin",
			"Quickie",
			"GettingQuickie",
			"JoinInBed",
			"JoinInBedAnimation",
			"GettinLovedAnimation",
			"GettinLoved",
			"GettinLicked",
			"GettinSucked",
			"GettinRaped",
			"ViolateCorpse",
			"RJW_Masturbate",
			"GettinBred",
			"Breed",
			"RJW_Mate",
			"Bestiality",
			"BestialityForFemale",
			"StruggleInBondageGear",
			"WhoreIsServingVisitors",
			"UseFM"
		};
		public static List<string> rjwRapeDefNames = new List<string> {
			"RapeComfortPawn",
			"RandomRape",
			"RapeEnemy"
		};
		public static bool Prefix_IsSameA(JobDef job, string ___jobDef, ref bool __result) {
			if(___jobDef != null && ___jobDef == "Lovin" && job?.defName != null && rjwLovinDefNames.Contains(job?.defName)) {
				__result = true;
				return false;
			}
			else if (___jobDef != null && ___jobDef == "Wait_Combat" && job?.defName != null && rjwRapeDefNames.Contains(job?.defName)) {
				__result = true;
				return false;
			}
			return true;
		}
		public static bool Prefix_IsSameB(string jobName, string ___jobDef, ref bool __result) {
			if (___jobDef != null && ___jobDef == "Lovin" && jobName != null && rjwLovinDefNames.Contains(jobName)) {
				__result = true;
				return false;
			}
			if (___jobDef != null && ___jobDef == "Wait_Combat" && jobName != null && rjwRapeDefNames.Contains(jobName)) {
				__result = true;
				return false;
			}
			return true;
		}
		*/
	}
} | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_FacialAnimation.cs | 
	C# | 
	unknown | 2,812 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using RimWorld;
using Verse;
using UnityEngine;
using System.Reflection;
using System.Reflection.Emit;
namespace Rimworld_Animations {
    public static class HarmonyPatch_HatsDisplaySelection {
        public static void PatchHatsDisplaySelectionArgs() {
            (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatCEWithHair"),
                transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate")));
            (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatWithHair"),
                transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate")));
            (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHeadApparelWithHair"),
                prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "PrefixPatchForDrawHeadApparelWithHair")));
        }
        public static void PrefixPatchForDrawHeadApparelWithHair(PawnRenderer renderer, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible)
        {
            PawnGraphicSet graphics = renderer.graphics;
            Pawn pawn = graphics.pawn;
            CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
            if (!graphics.AllResolved)
            {
                graphics.ResolveAllGraphics();
            }
            if (bodyAnim != null && bodyAnim.isAnimating && !portrait && pawn.Map == Find.CurrentMap)
            {
                bodyAnim.tickGraphics(graphics);
                bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
            }
        }
        public static IEnumerable<CodeInstruction> ReplaceDrawMeshOrLaterWithAnimate(IEnumerable<CodeInstruction> instructions) {
            MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");
            List<CodeInstruction> codes = instructions.ToList();
            for (int i = 0; i < instructions.Count(); i++) {
                
                if (codes[i].OperandIs(drawMeshNowOrLater)) {
                    yield return new CodeInstruction(OpCodes.Ldarg_0);
                    yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(AccessTools.TypeByName("HatDisplaySelection.Patch"), "pawn"));
                    yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) }));
                }
                else {
                    yield return codes[i];
                }
            }
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_HatsDisplaySelection.cs | 
	C# | 
	unknown | 3,198 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using RimWorld;
using Verse;
using UnityEngine;
using System.Reflection;
using System.Reflection.Emit;
namespace Rimworld_Animations {
	[HarmonyPatch(typeof(PawnRenderer), "RenderPawnInternal", new Type[]
		{
			typeof(Vector3),
			typeof(float),
			typeof(bool),
			typeof(Rot4),
			typeof(Rot4),
			typeof(RotDrawMode),
			typeof(bool),
			typeof(bool),
			typeof(bool)
		}
	)]
	public static class HarmonyPatch_PawnRenderer {
		[HarmonyBefore(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })]
		public static void Prefix(PawnRenderer __instance, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) {
			PawnGraphicSet graphics = __instance.graphics;
			Pawn pawn = graphics.pawn;
			CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
			if (!graphics.AllResolved) {
				graphics.ResolveAllGraphics();
			}
			if (bodyAnim != null && bodyAnim.isAnimating && !portrait && pawn.Map == Find.CurrentMap) {
				bodyAnim.tickGraphics(graphics);
				bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
			}
		}
	}
	[StaticConstructorOnStartup]
	public static class HarmonyPatch_Animate
    {
		static HarmonyPatch_Animate() {
			// hats display selection patch -- broken
			if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Hats Display Selection")) {
				HarmonyPatch_HatsDisplaySelection.PatchHatsDisplaySelectionArgs();
			}
			else {
				PatchRimworldFunctionsNormally();
			}
			//PatchRimworldFunctionsNormally();
		}
		static void PatchRimworldFunctionsNormally() {
			(new Harmony("rjw")).Patch(AccessTools.Method(typeof(PawnRenderer), "RenderPawnInternal", parameters: new Type[]
				{
					typeof(Vector3),
					typeof(float),
					typeof(bool),
					typeof(Rot4),
					typeof(Rot4),
					typeof(RotDrawMode),
					typeof(bool),
					typeof(bool),
					typeof(bool)
				}),
				transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_Animate), "Transpiler")));
		}
		[HarmonyAfter(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })]
		[HarmonyReversePatch(HarmonyReversePatchType.Snapshot)]
		public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) {
			MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");
			FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic");
			List<CodeInstruction> codes = instructions.ToList();
			bool forHead = true;
			for(int i = 0; i < codes.Count(); i++) {
				//Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method
				if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) {
					yield return new CodeInstruction(OpCodes.Ldarg_0);
					yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn"));
					yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) }));
				}
				//checking for if(graphics.headGraphic != null)
				else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) {
					forHead = true;
					yield return codes[i];
				} 
				//checking for if(renderbody)
				else if(codes[i].opcode == OpCodes.Ldarg_3) {
					forHead = false;
					yield return codes[i];
				}
				else {
					yield return codes[i];
				}
			}
		}
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_PawnRenderer.cs | 
	C# | 
	unknown | 3,826 | 
| 
	using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations {
    [HarmonyPatch(typeof(Thing), "Rotation", MethodType.Getter)]
    public static class HarmonyPatch_PawnRotation {
        public static bool Prefix(Thing __instance, ref Rot4 __result) {
            if(!(__instance is Pawn) || (__instance as Pawn)?.TryGetComp<CompBodyAnimator>() == null || !(__instance as Pawn).TryGetComp<CompBodyAnimator>().isAnimating) {
                return true;
            }
            Pawn pawn = (__instance as Pawn);
            __result = pawn.TryGetComp<CompBodyAnimator>().bodyFacing;
            return false;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_PawnRotation.cs | 
	C# | 
	unknown | 756 | 
| 
	using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
    [HarmonyPatch(typeof(Pawn_DrawTracker), "DrawPos", MethodType.Getter)]
    public static class HarmonyPatch_Pawn_DrawTracker {
        public static bool Prefix(ref Pawn ___pawn, ref Vector3 __result) {
            CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>();
            if (bodyAnim != null && bodyAnim.isAnimating) {
                __result = ___pawn.TryGetComp<CompBodyAnimator>().anchor + ___pawn.TryGetComp<CompBodyAnimator>().deltaPos;
                return false;
            }
            return true;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_Pawn_DrawTracker.cs | 
	C# | 
	unknown | 764 | 
| 
	using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
    [StaticConstructorOnStartup]
    public static class Patch_ShowHairWithHats {
		static Patch_ShowHairWithHats() {
			try {
				((Action)(() =>
				{
					if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[KV] Show Hair With Hats or Hide All Hats - 1.1")) {
						(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("ShowHair.Patch_PawnRenderer_RenderPawnInternal"), "Postfix"), //typeof(ShowHair.Patch_PawnRenderer_RenderPawnInternal), nameof(ShowHair.Patch_PawnRenderer_RenderPawnInternal.Postfix)),
							transpiler: new HarmonyMethod(AccessTools.Method(typeof(Patch_ShowHairWithHats), "Transpiler")));
					}
				}))();
			}
			catch (TypeLoadException ex) { }
		}
		public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) {
			MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");
			List<CodeInstruction> codes = instructions.ToList();
			for (int i = 0; i < codes.Count(); i++) {
				//Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method
				if (codes[i].OperandIs(drawMeshNowOrLater)) {
					yield return new CodeInstruction(OpCodes.Ldarg_0);
					yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn"));
					yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) }));
				}
				else {
					yield return codes[i];
				}
			}
		}
	}
}
 | 
	escalera666/rimworld | 
	Source/Patches/HarmonyPatch_ShowHairWithHats.cs | 
	C# | 
	unknown | 1,926 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using HarmonyLib;
using System.Reflection;
namespace Rimworld_Animations {
    [StaticConstructorOnStartup]
    public static class Harmony_PatchAll {
        static Harmony_PatchAll() {
            Harmony val = new Harmony("rimworldanim");
            val.PatchAll(Assembly.GetExecutingAssembly());
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/Harmony_PatchAll.cs | 
	C# | 
	unknown | 456 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using RimWorld;
using Verse;
using rjw;
using Verse.AI;
namespace Rimworld_Animations {
    [HarmonyPatch(typeof(JobGiver_DoLovin), "TryGiveJob")]
    public static class HarmonyPatch_DoLovinAnimationPatch {
        public static void Postfix(ref Pawn pawn, ref Job __result) {
            if(__result != null) {
                Pawn partnerInMyBed = LovePartnerRelationUtility.GetPartnerInMyBed(pawn);
                RestUtility.WakeUp(pawn);
                __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), partnerInMyBed, partnerInMyBed.CurrentBed());
            }
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_DoLovinAnimationPatch.cs | 
	C# | 
	unknown | 766 | 
| 
	/*
 * Todo: Ask to make SemenSplatch and DrawSemen public
 * 
 * 
 * using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using rjw;
using HarmonyLib;
namespace Rimworld_Animations {
    [HarmonyPatch("DrawSemen")]
    public static class HarmonyPatch_DrawSemen {
        public static void Prefix(ref Dictionary<string, SemenSplatch>) {
        }
    }
}*/
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_DrawSemen.cs | 
	C# | 
	unknown | 428 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using RimWorld;
using Verse;
using rjw;
namespace Rimworld_Animations {
    [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "Start")]
    static class HarmonyPatch_JobDriver_SexBaseInitiator_Start {
        public static void Postfix(ref JobDriver_SexBaseInitiator __instance) {
			/*
			 These particular jobs need special code
			 don't play anim for now
			 */
			if(__instance is JobDriver_Masturbate || __instance is JobDriver_ViolateCorpse) {
				return;
			}
			Pawn pawn = __instance.pawn;
			Building_Bed bed = __instance.Bed;
			/*
			if (__instance is JobDriver_BestialityForFemale)
				bed = (__instance as JobDriver_BestialityForFemale).Bed;
			else if (__instance is JobDriver_WhoreIsServingVisitors) {
				bed = (__instance as JobDriver_WhoreIsServingVisitors).Bed;
			}
			else if (__instance is JobDriver_SexCasualForAnimation) {
				bed = (__instance as JobDriver_SexCasualForAnimation).Bed;
			}
			else if (__instance is JobDriver_Masturbate)
				bed = (__instance as JobDriver_Masturbate).Bed;
			else if (__instance is JobDriver_Rape)
				bed = (__instance?.Partner?.jobs?.curDriver as JobDriver_Sex)?.Bed;
			
			*/
			if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) {
				Pawn Target = __instance.Target as Pawn;
				if (!(Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Contains(pawn)) {
					(Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Add(pawn);
				}
				bool quickie = (__instance is JobDriver_SexQuick) && AnimationSettings.fastAnimForQuickie;
				int preAnimDuration = __instance.duration;
				int AnimationTimeTicks = 0;
				if (bed != null) {
                    RerollAnimations(Target, out AnimationTimeTicks, bed as Thing, __instance.sexType, quickie, sexProps: __instance.Sexprops);
                }
				else {
					RerollAnimations(Target, out AnimationTimeTicks, sexType: __instance.sexType, fastAnimForQuickie: quickie, sexProps: __instance.Sexprops);
				}
				//Modify Orgasm ticks to only orgasm as many times as RJW stock orgasm allows
				if(AnimationTimeTicks != 0)
                {
					__instance.orgasmstick = preAnimDuration * __instance.orgasmstick / AnimationTimeTicks;
				}
				
			}
		}
		public static void RerollAnimations(Pawn pawn, out int AnimationTimeTicks, Thing bed = null, xxx.rjwSextype sexType = xxx.rjwSextype.None, bool fastAnimForQuickie = false, rjw.SexProps sexProps = null) {
			AnimationTimeTicks = 0;
			if(pawn == null || !(pawn.jobs?.curDriver is JobDriver_SexBaseReciever)) {
				Log.Error("Error: Tried to reroll animations when pawn isn't sexing");
				return;
			}
			List<Pawn> pawnsToAnimate = (pawn.jobs.curDriver as JobDriver_SexBaseReciever).parteners.ToList();
			if (!pawnsToAnimate.Contains(pawn)) {
				pawnsToAnimate = pawnsToAnimate.Append(pawn).ToList();
			}
			for(int i = 0; i < pawnsToAnimate.Count; i++) {
				if(pawnsToAnimate[i].TryGetComp<CompBodyAnimator>() == null) {
					Log.Error("Error: " + pawnsToAnimate[i].Name + " of race " + pawnsToAnimate[i].def.defName + " does not have CompBodyAnimator attached!");
					break;
				}
			}
			AnimationDef anim = AnimationUtility.tryFindAnimation(ref pawnsToAnimate, sexType, sexProps);
			if (anim != null) {
				bool mirror = GenTicks.TicksGame % 2 == 0;
				IntVec3 pos = pawn.Position;
				for (int i = 0; i < anim.actors.Count; i++)
				{
					pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().isAnimating = false;
				}
				for (int i = 0; i < pawnsToAnimate.Count; i++) {
					if (bed != null)
						pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(bed);
					else {
						pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(pos);
					}
					bool shiver = pawnsToAnimate[i].jobs.curDriver is JobDriver_SexBaseRecieverRaped;
					pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().StartAnimation(anim, pawnsToAnimate, i, mirror, shiver, fastAnimForQuickie);
					(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_left = anim.animationTimeTicks;
					(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).sex_ticks = anim.animationTimeTicks;
					(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).duration = anim.animationTimeTicks;
					AnimationTimeTicks = anim.animationTimeTicks;
					if(!AnimationSettings.hearts) {
						(pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_between_hearts = Int32.MaxValue;
					}
				} 
			}
			else {
				Log.Message("No animation found");
				/*
				//if pawn isn't already animating,
				if (!pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
					(pawn.jobs.curDriver as JobDriver_SexBaseReciever).increase_time(duration);
					//they'll just do the thrusting anim
				}
				*/
			}
		}
	}
	[HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "End")]
	static class HarmonyPatch_JobDriver_SexBaseInitiator_End {
		public static void Postfix(ref JobDriver_SexBaseInitiator __instance) {
			if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) {
				if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
					List<Pawn> parteners = ((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners;
					for (int i = 0; i < parteners.Count; i++) {
						//prevents pawns who started a new anim from stopping their new anim
						if (!((parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator) != null && (parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator).Target != __instance.pawn))
							parteners[i].TryGetComp<CompBodyAnimator>().isAnimating = false;
					}
					__instance.Target.TryGetComp<CompBodyAnimator>().isAnimating = false;
					if (xxx.is_human((__instance.Target as Pawn))) {
						(__instance.Target as Pawn)?.Drawer.renderer.graphics.ResolveApparelGraphics();
						PortraitsCache.SetDirty((__instance.Target as Pawn));
					}
				}
				((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Remove(__instance.pawn);
			}
			if (xxx.is_human(__instance.pawn)) {
				__instance.pawn.Drawer.renderer.graphics.ResolveApparelGraphics();
				PortraitsCache.SetDirty(__instance.pawn);
			}
		}
	}
}
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_JobDriver_SexBaseInitiator.cs | 
	C# | 
	unknown | 6,284 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using rjw;
using Verse;
using Verse.AI;
using RimWorld;
using HarmonyLib;
namespace Rimworld_Animations {
    [HarmonyPatch(typeof(JobGiver_JoinInBed), "TryGiveJob")]
    public static class HarmonyPatch_JoinInBedGiveJob {
        public static bool Prefix(ref Job __result, ref Pawn pawn) {
			__result = null;
			if (!RJWHookupSettings.HookupsEnabled)
				return false;
			if (pawn.Drafted)
				return false;
			if (!SexUtility.ReadyForHookup(pawn))
				return false;
			// We increase the time right away to prevent the fairly expensive check from happening too frequently
			SexUtility.IncreaseTicksToNextHookup(pawn);
			// If the pawn is a whore, or recently had sex, skip the job unless they're really horny
			if (!xxx.is_frustrated(pawn) && (xxx.is_whore(pawn) || !SexUtility.ReadyForLovin(pawn)))
				return false;
			// This check attempts to keep groups leaving the map, like guests or traders, from turning around to hook up
			if (pawn.mindState?.duty?.def == DutyDefOf.TravelOrLeave) {
				// TODO: Some guest pawns keep the TravelOrLeave duty the whole time, I think the ones assigned to guard the pack animals.
				// That's probably ok, though it wasn't the intention.
				if (RJWSettings.DebugLogJoinInBed) ModLog.Message($"JoinInBed.TryGiveJob:({xxx.get_pawnname(pawn)}): has TravelOrLeave, no time for lovin [ANIM JOBGIVER]!");
				return false;
			}
			if ((pawn.CurJob == null || pawn.CurJob.def == JobDefOf.LayDown) && CasualSex_Helper.CanHaveSex(pawn)) {
				//--Log.Message("   finding partner");
				Pawn partner = CasualSex_Helper.find_partner(pawn, pawn.Map, bedsex: true);
				//--Log.Message("   checking partner");
				if (partner == null)
					return false;
				// Can never be null, since find checks for bed.
				Building_Bed bed = partner.CurrentBed();
				// Interrupt current job.
				if (pawn.CurJob != null && pawn.jobs.curDriver != null)
					pawn.jobs.curDriver.EndJobWith(JobCondition.InterruptForced);
				__result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), partner, bed);
				return false;
			}
			return false;
		}
	}
}
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_JoinInBedGiveJob.cs | 
	C# | 
	unknown | 2,236 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using Verse.AI;
using rjw;
using HarmonyLib;
using Verse;
namespace Rimworld_Animations {
    [HarmonyPatch(typeof(Pawn_JobTracker), "TryTakeOrderedJob")]
    class HarmonyPatch_PlayAnimJoinInBedRMB {
        public static void Prefix(ref Job job) {
            if(job.def == xxx.casual_sex) {
                if (AnimationSettings.debugMode || RJWSettings.DevMode)
                    Log.Message("Replacing vanilla RJW JoinInBed JobDriver for animation JobDriver");
                job = new Job(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), job.targetA, job.targetB, job.targetC);
            }
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_PlayAnimJoinInBedRMB.cs | 
	C# | 
	unknown | 767 | 
| 
	using HarmonyLib;
using rjw;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations
{
    [HarmonyPatch(typeof(JobDriver_Sex), "PlaySexSound")]
    class HarmonyPatch_PlaySexSounds
    {
        public static bool Prefix(JobDriver_Sex __instance)
        {
            if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating)
            {
                return false;
            }
            return true;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_PlaySexSounds.cs | 
	C# | 
	unknown | 543 | 
| 
	using HarmonyLib;
using RimWorld;
using rjw;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using Verse.AI;
namespace Rimworld_Animations
{
    [HarmonyPatch(typeof(JobDriver_Sex), "SexTick")]
    public class HarmonyPatch_SexTick
    {
        public static bool Prefix(JobDriver_Sex __instance, Pawn pawn, Thing target)
        {
			if ((target is Pawn) && 
				!(
				(target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever 
				&& 
				((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners.Any() 
				&& 
				((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners[0] == pawn))
            {
				__instance.ticks_left--;
                __instance.sex_ticks--;
                __instance.Orgasm();
				if (pawn.IsHashIntervalTick(__instance.ticks_between_thrusts))
				{
					__instance.ChangePsyfocus(pawn, target);
					__instance.Animate(pawn, target);
					__instance.PlaySexSound();
					if (!__instance.isRape)
					{
						pawn.GainComfortFromCellIfPossible(false);
						if (target is Pawn)
						{
							(target as Pawn).GainComfortFromCellIfPossible(false);
						}
					}
					if(!__instance.isEndytophile)
                    {
						SexUtility.DrawNude(pawn, false);
                    }
				}
				return false;
            }
            return true;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_SexTick.cs | 
	C# | 
	unknown | 1,425 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using rjw;
using HarmonyLib;
using Verse;
using RimWorld;
using Verse.AI;
namespace Rimworld_Animations {
    [HarmonyPatch(typeof(WorkGiver_Sex), "JobOnThing")]
    public static class HarmonyPatch_WorkGiverSex {
        public static bool Prefix(ref Job __result, ref Thing t) {
            Building_Bed bed = RestUtility.CurrentBed(t as Pawn);
            if (bed == null) {
                return false;
            }
            __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), t as Pawn, bed);
            return false;
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Patches/rjwPatches/HarmonyPatch_WorkGiverSex.cs | 
	C# | 
	unknown | 706 | 
| 
	using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using UnityEngine;
using RimWorld;
namespace Rimworld_Animations {
    public class AnimationSettings : ModSettings {
        public static bool orgasmQuiver, rapeShiver, soundOverride = true, hearts = true, controlGenitalRotation = false, applySemenOnAnimationOrgasm = false, fastAnimForQuickie = false;
        public static bool offsetTab = false, debugMode = false;
        public static float shiverIntensity = 2f;
        public static Dictionary<string, Vector2> offsets = new Dictionary<string, Vector2>();
        public static Dictionary<string, float> rotation = new Dictionary<string, float>();
        public override void ExposeData() {
            base.ExposeData();
            Scribe_Values.Look(ref debugMode, "RJWAnimations-AnimsDebugMode", false);
            Scribe_Values.Look(ref offsetTab, "RJWAnimations-EnableOffsetTab", false);
            Scribe_Values.Look(ref controlGenitalRotation, "RJWAnimations-controlGenitalRotation", false);
            Scribe_Values.Look(ref orgasmQuiver, "RJWAnimations-orgasmQuiver");
            Scribe_Values.Look(ref fastAnimForQuickie, "RJWAnimations-fastAnimForQuickie");
            Scribe_Values.Look(ref rapeShiver, "RJWAnimations-rapeShiver");
            Scribe_Values.Look(ref hearts, "RJWAnimation-sheartsOnLovin");
            Scribe_Values.Look(ref applySemenOnAnimationOrgasm, "RJWAnimations-applySemenOnOrgasm", false);
            Scribe_Values.Look(ref soundOverride, "RJWAnimations-rjwAnimSoundOverride", true);
            Scribe_Values.Look(ref shiverIntensity, "RJWAnimations-shiverIntensity", 2f);
            //todo: save offsetsByDefName
            Scribe_Collections.Look(ref offsets, "RJWAnimations-animationOffsets");
            Scribe_Collections.Look(ref rotation, "RJWAnimations-rotationOffsets");
            //needs to be rewritten
            //probably somewhere in options?
        }
    }
    public class RJW_Animations : Mod {
        public RJW_Animations(ModContentPack content) : base(content) {
            GetSettings<AnimationSettings>();
        }
        public override void DoSettingsWindowContents(Rect inRect) {
            Listing_Standard listingStandard = new Listing_Standard();
            listingStandard.Begin(inRect);
            listingStandard.CheckboxLabeled("Enable Sound Override", ref AnimationSettings.soundOverride);
            listingStandard.CheckboxLabeled("Control Genital Rotation", ref AnimationSettings.controlGenitalRotation);
            listingStandard.CheckboxLabeled("Play Fast Animation for Quickie", ref AnimationSettings.fastAnimForQuickie);
            listingStandard.CheckboxLabeled("Apply Semen on Animation Orgasm", ref AnimationSettings.applySemenOnAnimationOrgasm);
            if(AnimationSettings.applySemenOnAnimationOrgasm) {
                listingStandard.Label("Recommended--turn down \"Cum on body percent\" in RJW settings to about 33%");
            }
            listingStandard.CheckboxLabeled("Enable Orgasm Quiver", ref AnimationSettings.orgasmQuiver);
            listingStandard.CheckboxLabeled("Enable Rape Shiver", ref AnimationSettings.rapeShiver);
            listingStandard.CheckboxLabeled("Enable hearts during lovin'", ref AnimationSettings.hearts);
            listingStandard.CheckboxLabeled("Enable Animation Manager Tab", ref AnimationSettings.offsetTab);
            listingStandard.Label("Shiver/Quiver Intensity (default 2): " + AnimationSettings.shiverIntensity);
            AnimationSettings.shiverIntensity = listingStandard.Slider(AnimationSettings.shiverIntensity, 0.0f, 12f);
            listingStandard.CheckboxLabeled("Debug Mode", ref AnimationSettings.debugMode);
           
            listingStandard.End();
            base.DoSettingsWindowContents(inRect);
        }
        public override void WriteSettings() {
            base.WriteSettings();
            OffsetMainButtonDefOf.OffsetManager.buttonVisible = AnimationSettings.offsetTab;
        }
        public override string SettingsCategory() {
            return "RJW Animation Settings";
        }
    }
}
 | 
	escalera666/rimworld | 
	Source/Settings/AnimationSettings.cs | 
	C# | 
	unknown | 4,222 | 
| 
	###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs     diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following 
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln       merge=binary
#*.csproj    merge=binary
#*.vbproj    merge=binary
#*.vcxproj   merge=binary
#*.vcproj    merge=binary
#*.dbproj    merge=binary
#*.fsproj    merge=binary
#*.lsproj    merge=binary
#*.wixproj   merge=binary
#*.modelproj merge=binary
#*.sqlproj   merge=binary
#*.wwaproj   merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg   binary
#*.png   binary
#*.gif   binary
###############################################################################
# diff behavior for common document formats
# 
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the 
# entries below.
###############################################################################
#*.doc   diff=astextplain
#*.DOC   diff=astextplain
#*.docx  diff=astextplain
#*.DOCX  diff=astextplain
#*.dot   diff=astextplain
#*.DOT   diff=astextplain
#*.pdf   diff=astextplain
#*.PDF   diff=astextplain
#*.rtf   diff=astextplain
#*.RTF   diff=astextplain
 | 
	kintest/rimworld | 
	.gitattributes | 
	Git | 
	unknown | 2,518 | 
| 
	## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- Backup*.rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# JetBrains Rider
.idea/
*.sln.iml
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
/Source/Patches/PawnAnimationPatches/HarmonyPatch_Pawn_DrawTracker.cs
/Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRotation.cs
/Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRenderer.cs
/Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs
/Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs
/Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs
/Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs
/Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs
/Source/Patches/ThingAnimationPatches/HarmonyPatch_ThingDrawAt.cs
/Defs/AnimationDefs/Animations_SexToys.xml
/1.5/Defs/AnimationDefs/BasicBestiality/HumanRotatedOffset.xml
/1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality4v1.xml
/1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality3v1.xml
/1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality2v1.xml
/1.5/Defs/AnimationDefs/BasicBestiality/BasicBestiality1v1.xml
/1.5/Defs/AnimationDefs/BasicBestiality/!BasicBestiality.xml
/1.5/Defs/TestDoNotPush
/1.5/Textures/AnimationProps/BEV
 | 
	kintest/rimworld | 
	.gitignore | 
	Git | 
	unknown | 6,795 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<PawnRenderNodeTagDef>
		<defName>RenderNodeTag_Banana</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimationProp_Banana</defName>
		<animPropProperties>
			<debugLabel>Banana</debugLabel>
			<tagDef>RenderNodeTag_Banana</tagDef>
			<parentTagDef>Body</parentTagDef>
			<texPath>AnimationProps/Banana/Banana</texPath>
			<overlayLayer>Head</overlayLayer>
			<baseLayer>95</baseLayer>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
</Defs>
 | 
	kintest/rimworld | 
	1.5/Defs/AnimationPropDefs/AnimationPropDef_Banana.xml | 
	XML | 
	unknown | 550 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<PawnRenderNodeTagDef>
		<defName>RenderNodeTag_Hand</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimationProp_Hand</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
			<debugLabel>Hand</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
			<tagDef>RenderNodeTag_Hand</tagDef>
			<absoluteTransform>True</absoluteTransform>
			<parentTagDef>Root</parentTagDef>
			<texPath>AnimationProps/Hand/Hand</texPath>
			<!-- for height -->
			<overlayLayer>Head</overlayLayer>
			<useSkinShader>True</useSkinShader>
			<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
			<colorType>Skin</colorType>
			<baseLayer>95</baseLayer>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/AnimationPropDefs/AnimationPropDef_Hand.xml | 
	XML | 
	unknown | 967 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<PawnRenderNodeTagDef>
		<defName>RenderNodeTag_Knees</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimationProp_Knees</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_BodyTypeVariants">
			<debugLabel>Knees</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_BodyTypeVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_BodyTypeVariants</workerClass>
			<tagDef>RenderNodeTag_Knees</tagDef>
			<absoluteTransform>False</absoluteTransform>
			<parentTagDef>Root</parentTagDef>
			<!-- for height -->
			<overlayLayer>Head</overlayLayer>
			<useSkinShader>True</useSkinShader>
			<colorType>Skin</colorType>
			<baseLayer>95</baseLayer>
			<bodyTypeVariantsDef>
				<li>
					<bodyType>Female</bodyType>
					<texPathVariantsDef>TexPathVariants_Knees</texPathVariantsDef>
				</li>
			</bodyTypeVariantsDef>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
	<PawnRenderNodeTagDef>
		<defName>RenderNodeTag_Arms</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimationProp_Arms</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_BodyTypeVariants">
			<debugLabel>Arms</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_BodyTypeVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_BodyTypeVariants</workerClass>
			<tagDef>RenderNodeTag_Knees</tagDef>
			<absoluteTransform>False</absoluteTransform>
			<parentTagDef>Root</parentTagDef>
			<useSkinShader>True</useSkinShader>
			<colorType>Skin</colorType>
			<!-- for height -->
			<overlayLayer>Body</overlayLayer>
			<baseLayer>-1</baseLayer>
			<bodyTypeVariantsDef>
				<li>
					<bodyType>Female</bodyType>
					<texPathVariantsDef>TexPathVariants_Arms</texPathVariantsDef>
				</li>
			</bodyTypeVariantsDef>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/AnimationPropDefs/AnimationPropDef_Knees.xml | 
	XML | 
	unknown | 2,024 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<PawnRenderNodeTagDef>
		<defName>RenderNodeTag_Xray_Inside</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimationProp_Xray_Inside</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
			<debugLabel>Xray Inside</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
			<tagDef>RenderNodeTag_Xray_Inside</tagDef>
			<absoluteTransform>True</absoluteTransform>
			<parentTagDef>Body</parentTagDef>
			<!-- for height -->
			<overlayLayer>Head</overlayLayer>
			<baseLayer>95</baseLayer>
			<texPathVariantsDef>TexPathVariants_Xray_Inside</texPathVariantsDef>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
	
</Defs>
 | 
	kintest/rimworld | 
	1.5/Defs/AnimationPropDefs/AnimationPropDef_Xray_Inside.xml | 
	XML | 
	unknown | 897 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<PawnRenderNodeTagDef>
		<defName>RenderNodeTag_Xray_Penis</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimationProp_Penis</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicHediffVariants">
			<debugLabel>Xray Penis</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicHediffVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicHediffVariants</workerClass>
			<tagDef>RenderNodeTag_Xray_Penis</tagDef>
			<parentTagDef>Body</parentTagDef>
			<texPath>AnimationProps/Banana/Banana</texPath>
			<!-- for height -->
			<overlayLayer>Head</overlayLayer>
			<baseLayer>95</baseLayer>
			<absoluteTransform>True</absoluteTransform>
			
			<!-- Default value if no hediff variant is found -->
			<texPathVariantsDef>TexPathVariants_XrayPenis_Human</texPathVariantsDef>
			
			<!-- select different hediff variants if applicable -->
			<hediffVariants>
				<li>
					<hediffs>
						<li>HorsePenis</li>
						<li>RaccoonPenis</li>
					</hediffs>
					<texPathVariantsDef>TexPathVariants_XrayPenis_Horse</texPathVariantsDef>
				</li>
			</hediffVariants>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/AnimationPropDefs/AnimationPropDef_Xray_Penis.xml | 
	XML | 
	unknown | 1,302 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>GroupAnimation_DogBeast</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human1</li>
							<li>DogBeast_Dog1</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human2</li>
							<li>DogBeast_Dog2</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>60</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human3_1</li>
							<li>DogBeast_Dog3_1</li>
						</animationDefs>
					</li>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human3_2</li>
							<li>DogBeast_Dog3_2</li>
						</animationDefs>
					</li>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human3_3</li>
							<li>DogBeast_Dog3_3</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human4</li>
							<li>DogBeast_Dog4</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>30</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human5_1</li>
							<li>DogBeast_Dog5_1</li>
						</animationDefs>
					</li>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human5_2</li>
							<li>DogBeast_Dog5_2</li>
						</animationDefs>
					</li>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human5_3</li>
							<li>DogBeast_Dog5_3</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>DogBeast_Human6</li>
							<li>DogBeast_Dog6</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			
		</animationStages>
		<contexts>
			<li Class="Rimworld_Animations.GroupAnimationContext_RJWSex">
				<priority>1</priority>
				<actorShift>1</actorShift>
				<whitelist>
					<li Class="Rimworld_Animations.PawnTest_Multi"> <!-- Dog -->
						<tests>
							<li Class="Rimworld_Animations.PawnTest_RJWCanFuck" />
							<li Class="Rimworld_Animations.PawnTest_Race">
								<races>
									<li>Wolf_Timber</li>
									<li>Wolf_Arctic</li>
									<li>Warg</li>
									<li>Husky</li>
									<li>LabradorRetriever</li>
								</races>
							</li>
						</tests>
					</li>
					<li Class="Rimworld_Animations.PawnTest_RJWCanBeFucked" /> <!-- Human -->
				</whitelist>
				<interactionDefs>
					<li>Bestiality_Vaginal</li>
					<li>Bestiality_Anal</li>
					<li>Bestiality_Double_Penetration_M</li>
				</interactionDefs>
			</li>
			<li Class="Rimworld_Animations.GroupAnimationContext_RJWSex">
				<priority>1</priority>
				<whitelist>
					<li Class="Rimworld_Animations.PawnTest_RJWCanBeFucked" /> <!-- Human -->
					<li Class="Rimworld_Animations.PawnTest_Multi"> <!-- Dog -->
						<tests>
							<li Class="Rimworld_Animations.PawnTest_RJWCanFuck" />
							<li Class="Rimworld_Animations.PawnTest_Race">
								<races>
									<li>Wolf_Timber</li>
									<li>Wolf_Arctic</li>
									<li>Warg</li>
									<li>Husky</li>
									<li>LabradorRetriever</li>
								</races>
							</li>
						</tests>
					</li>
				</whitelist>
				<interactionDefs>
					<li>Bestiality_Reverse_Vaginal</li>
					<li>Bestiality_Reverse_Anal</li>
					<li>Bestiality_Reverse_Double_Penetration_M</li>
				</interactionDefs>
			</li>
		</contexts>
		
		
		<offsetDefs>
			<li>Offset_Placeholder</li> <!-- first pawn in animation -->
			<li>Offset_Placeholder</li> <!-- second pawn in animation -->
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
</Defs>
 | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/GroupAnimation_DogBeast.xml | 
	XML | 
	unknown | 4,584 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human1</defName>
    <durationTicks>85</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>4</angle>
              <visible>true</visible>
              <offset>(-0.3716815, 0, 0.2713863)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>8</angle>
              <visible>true</visible>
              <offset>(-0.3539823, 0, 0.2654868)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>-14</angle>
              <visible>true</visible>
              <offset>(-0.4011799, 0, 0.2241887)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>-7</angle>
              <visible>true</visible>
              <offset>(-0.3834807, 0, 0.2359883)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>-9</angle>
              <visible>true</visible>
              <offset>(-0.4011799, 0, 0.2359883)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>-7</angle>
              <visible>true</visible>
              <offset>(-0.3893807, 0, 0.2359883)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.1946907, 1, 0.4483777)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>5</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.235988, 1, 0.4365782)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.1238946, 1, 0.377581)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>13</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.1710922, 1, 0.3952804)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>17</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.05899817, 1, 0.4660767)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1828904, 1, 0.4896755)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1356928, 1, 0.4778759)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog1</defName>
    <durationTicks>85</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.6666666, 1, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>-5</angle>
              <visible>true</visible>
              <offset>(0.5722714, 1, 0.06489658)</offset>
              <scale>(1, 1, 0.9351034)</scale>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>35</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <scale>(0.9999999, 1, 1.053097)</scale>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>31</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>45</tick>
              <angle>35</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>31</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>65</tick>
              <angle>35</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>75</tick>
              <angle>31</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>35</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, -2, 0)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage1.xml | 
	XML | 
	unknown | 8,835 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human2</defName>
    <durationTicks>105</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-7</angle>
              <visible>true</visible>
              <offset>(-0.3893807, 0, 0.2359883)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>19</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.5073746, 0, 0.2300885)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>-13</angle>
              <visible>true</visible>
              <offset>(-0.5899706, 0, 0.2005899)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>45</tick>
              <angle>-65</angle>
              <visible>true</visible>
              <offset>(-0.737463, 0, 0.02359879)</offset>
              <scale>(0.9764012, 1, 1)</scale>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.6843658, 0, 0.08849573)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>75</tick>
              <angle>-56</angle>
              <visible>true</visible>
              <offset>(-0.702065, 0, 0.07079637)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>-56</angle>
              <visible>true</visible>
              <offset>(-0.702065, 0, 0.07079637)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>90</tick>
              <angle>-46</angle>
              <visible>true</visible>
              <offset>(-0.743363, 0, 0.1474925)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>95</tick>
              <angle>-48</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1415931)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>100</tick>
              <angle>-45</angle>
              <visible>true</visible>
              <offset>(-0.737463, 0, 0.1533923)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>105</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>90</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1356928, 1, 0.4778759)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog2</defName>
    <durationTicks>105</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>35</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>39</angle>
              <visible>true</visible>
              <offset>(0.1651919, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>35</angle>
              <visible>true</visible>
              <offset>(0.1356932, 1, 0.2477875)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>29</angle>
              <visible>true</visible>
              <offset>(-0.01769918, 1, 0.259587)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>24</angle>
              <visible>true</visible>
              <offset>(-0.07079639, 1, 0.2300885)</offset>
              <scale>(1, 1, 0.9528024)</scale>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>33</angle>
              <visible>true</visible>
              <offset>(-0.117994, 1, 0.3008848)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>28</angle>
              <visible>true</visible>
              <offset>(-0.06489678, 1, 0.2713863)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>33</angle>
              <visible>true</visible>
              <offset>(-0.1238939, 1, 0.2772861)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>65</tick>
              <angle>28</angle>
              <visible>true</visible>
              <offset>(-0.06489678, 1, 0.259587)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>36</angle>
              <visible>true</visible>
              <offset>(-0.1769911, 1, 0.3008848)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>75</tick>
              <angle>33</angle>
              <visible>true</visible>
              <offset>(-0.1651916, 1, 0.3008848)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>33</angle>
              <visible>true</visible>
              <offset>(-0.1415928, 1, 0.2890856)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>83</tick>
              <angle>31</angle>
              <visible>true</visible>
              <offset>(-0.1356932, 1, 0.2772861)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>90</tick>
              <angle>37</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.342183)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>95</tick>
              <angle>31</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3303834)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>100</tick>
              <angle>37</angle>
              <visible>true</visible>
              <offset>(-0.2654867, 1, 0.342183)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>105</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, -2, 0)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage2.xml | 
	XML | 
	unknown | 11,406 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human3_1</defName>
    <durationTicks>24</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>24</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>5</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog3_1</defName>
    <durationTicks>24</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>24</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, -2, 0)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage3_Variant1.xml | 
	XML | 
	unknown | 7,170 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human3_2</defName>
    <durationTicks>32</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
              <voice>MoanShort</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>24</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>28</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>32</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>-10</angle>
              <visible>true</visible>
              <offset>(-0.01769918, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>32</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog3_2</defName>
    <durationTicks>32</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>24</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>28</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>32</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, -2, 0)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage3_Variant2_FollowupWithVariant1.xml | 
	XML | 
	unknown | 8,387 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human3_3</defName>
    <durationTicks>16</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.7315634, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>10</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog3_3</defName>
    <durationTicks>16</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>38</angle>
              <visible>true</visible>
              <offset>(-0.2713863, 1, 0.3185842)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>16</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, -2, 0)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage3_Variant3.xml | 
	XML | 
	unknown | 5,587 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human4</defName>
    <durationTicks>100</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.7197642, 0, 0.1120945)</offset>
              <rotation>West</rotation>
              <voice>Scream</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>-45</angle>
              <visible>true</visible>
              <offset>(-0.6902654, 0, 0.1474925)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-50</angle>
              <visible>true</visible>
              <offset>(-0.6784662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-55</angle>
              <visible>true</visible>
              <offset>(-0.6784662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>-55</angle>
              <visible>true</visible>
              <offset>(-0.6784662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-51</angle>
              <visible>true</visible>
              <offset>(-0.6666666, 0, 0.1474925)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>100</tick>
              <angle>-54</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>8</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>25</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog4</defName>
    <durationTicks>100</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.2123895, 1, 0.3126844)</offset>
              <rotation>West</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>4</tick>
              <angle>36</angle>
              <visible>true</visible>
              <offset>(-0.3067847, 1, 0.342183)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>35</angle>
              <visible>true</visible>
              <offset>(-0.2772863, 1, 0.3067846)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>45</tick>
              <angle>3</angle>
              <visible>true</visible>
              <offset>(-0.2064896, 1, 0.2005899)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(0.2123888, 1, 0.1297935)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>12</angle>
              <visible>true</visible>
              <offset>(0.1769905, 1, 0.1946901)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>17</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1474925)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>100</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, -1, 0)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, -1, 0)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1002951, -2, 0)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>45</tick>
              <angle>34</angle>
              <visible>true</visible>
              <offset>(-0.01769918, -2, 0.1592921)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>5</angle>
              <visible>true</visible>
              <offset>(-0.5722714, -2, -0.0294984)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage4.xml | 
	XML | 
	unknown | 8,471 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human5_1</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-54</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>-60</angle>
              <visible>true</visible>
              <offset>(-0.6843658, 0, 0.08849573)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>-58</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.09439516)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-54</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>20</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>25</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog5_1</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
              <sound>Cum</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>5</angle>
              <visible>true</visible>
              <offset>(-0.5722714, -2, -0.0294984)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage5_Variant1.xml | 
	XML | 
	unknown | 7,095 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human5_2</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-54</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>-58</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.09439516)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-54</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>25</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog5_2</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
              <sound>Cum</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>5</angle>
              <visible>true</visible>
			  <offset>(-0.5722714, -2, -0.0294984)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage5_Variant2.xml | 
	XML | 
	unknown | 6,586 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human5_3</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-54</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>-58</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.09439516)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-54</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1120945)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>25</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog5_3</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
              <sound>Cum</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2005889, 1, 0.1710913)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>5</angle>
              <visible>true</visible>
			  <offset>(-0.5722714, -2, -0.0294984)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage5_Variant3.xml | 
	XML | 
	unknown | 6,589 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>DogBeast_Human6</defName>
    <durationTicks>200</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-48</angle>
              <visible>true</visible>
              <offset>(-0.6725662, 0, 0.1356933)</offset>
              <rotation>West</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>-62</angle>
              <visible>true</visible>
              <offset>(-0.6666666, 0, 0.1238937)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>160</tick>
              <angle>-65</angle>
              <visible>true</visible>
              <offset>(-0.660767, 0, 0.117994)</offset>
              <rotation>West</rotation>
              <voice>Scream</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>170</tick>
              <angle>-43</angle>
              <visible>true</visible>
              <offset>(-0.6312686, 0, 0.2536873)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>-46</angle>
              <visible>true</visible>
              <offset>(-0.6430678, 0, 0.2359883)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>200</tick>
              <angle>-42</angle>
              <visible>true</visible>
              <offset>(-0.619469, 0, 0.2536873)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>30</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>55</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>165</tick>
              <angle>54</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>25</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>200</tick>
              <angle>22</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.5309731, -2, -0.06489676)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>DogBeast_Dog6</defName>
    <durationTicks>200</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(0.1946893, 1, 0.1828909)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>20</angle>
              <visible>true</visible>
              <offset>(0.2595864, 1, 0.2123895)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>140</tick>
              <angle>23</angle>
              <visible>true</visible>
              <offset>(0.3008844, 1, 0.2241887)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>160</tick>
              <angle>26</angle>
              <visible>true</visible>
              <offset>(0.3775801, 1, 0.2241887)</offset>
              <rotation>East</rotation>
              <sound>Fuck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>11</angle>
              <visible>true</visible>
              <offset>(0.5958685, 1, 0.1474925)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li MayRequire="shauaputa.rimnudeworldzoo">
        <key>AnimalPenis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>5</angle>
              <visible>true</visible>
              <offset>(-0.5722714, -2, -0.0294984)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>160</tick>
              <angle>5</angle>
              <visible>true</visible>
              <offset>(-0.5722714, -2, -0.0294984)</offset>
              <rotation>West</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>165</tick>
              <angle>-39</angle>
              <visible>true</visible>
              <offset>(-0.5722714, -2, -0.0294984)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Saliva</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-55</angle>
              <visible>true</visible>
              <offset>(-0.4837759, -2, -0.2949852)</offset>
              <scale>(0.2153394, 1, 0.6342184)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>160</tick>
              <angle>-55</angle>
              <visible>false</visible>
              <offset>(-0.4601771, -2, -0.3067846)</offset>
              <scale>(0.2153394, 1, 0.6342184)</scale>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Beast/DogBeast/Stage6.xml | 
	XML | 
	unknown | 8,262 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<PawnRenderNodeTagDef>
		<defName>Cum</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimProp_Cum</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
			<debugLabel>Cum</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
			<tagDef>Cum</tagDef>
			<parentTagDef>Head</parentTagDef>
			<!-- for height -->
			<texPath>AnimationProps/Cum/Cum</texPath>
			<overlayLayer>Head</overlayLayer>
			<baseLayer>95</baseLayer>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
	<PawnRenderNodeTagDef>
		<defName>Cumshot</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimProp_Cumshot</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
			<debugLabel>Cumshot</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
			<tagDef>Cumshot</tagDef>
			<parentTagDef>Root</parentTagDef>
			<!-- for height -->
			<texPath>AnimationProps/Saliva/Saliva</texPath>
			<overlayLayer>Head</overlayLayer>
			<baseLayer>95</baseLayer>
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
	
</Defs>
 | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/AnimationPropDef_Cum.xml | 
	XML | 
	unknown | 1,478 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>GroupAnimation_Blowjob</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator1</li>
							<li>Blowjob_Receiver1</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_Branch">
				<loops>10</loops>
				<paths>
					<li>Blowjob_Stage2_Branch1</li>
					<li>Blowjob_Stage2_Branch2</li>
					<li>Blowjob_Stage2_Branch3</li>
				</paths>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator3</li>
							<li>Blowjob_Receiver3</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_Branch">
				<loops>20</loops>
				<paths>
					<li>Blowjob_Stage4_Branch1</li>
					<li>Blowjob_Stage4_Branch2</li>
					<!-- <li>Blowjob_Stage4_Branch3</li> needs adjusting -->
				</paths>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>20</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator5</li>
							<li>Blowjob_Receiver5</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_Branch">
				<loops>1</loops>
				<paths>
					<li>Blowjob_Stage6_Branch1</li>
					<li>Blowjob_Stage6_Branch2</li>
				</paths>
			</li>
			
		</animationStages>
			
		<contexts>
			<li Class="Rimworld_Animations.GroupAnimationContext_RJWSex">
				<priority>1</priority>
				<interactionDefs>
					<li>Sex_Fellatio</li>
					<li>Sex_Beakjob</li>
					<li>Sex_Handjob</li>
				</interactionDefs>
			</li>
			<li Class="Rimworld_Animations.GroupAnimationContext_RJWSex">
				<priority>1</priority>
				<actorShift>1</actorShift>
				<interactionDefs>
					<li>Sex_Reverse_Fellatio</li>
					<li>Sex_Reverse_Beakjob</li>
					<li>Sex_Reverse_Handjob</li>
				</interactionDefs>
			</li>
			
			<!-- weak context; play random animation if none ideal found -->
			<li Class="Rimworld_Animations.GroupAnimationContext_RJWSex">
				<priority>0</priority>
				<interactionDefs>
					<li>Sex_Breastjob</li>
					<li>Sex_Footjob</li>
					<li>Sex_Handjob</li>
					<li>Sex_MutualMasturbation</li>
					<li>Rape_Breastjob</li>
					<li>Rape_Fellatio</li>
					<li>Rape_Footjob</li>
					<li>Rape_Handjob</li>
					<li>Rape_Oral</li>
				</interactionDefs>
			</li>
			<li Class="Rimworld_Animations.GroupAnimationContext_RJWSex">
				<priority>0</priority>
				<actorShift>1</actorShift>
				<interactionDefs>
					<li>Sex_Reverse_Breastjob</li>
					<li>Sex_Reverse_Footjob</li>
					<li>Sex_Reverse_Handjob</li>
					<li>Rape_Reverse_Breastjob</li>
					<li>Rape_Reverse_Fellatio</li>
					<li>Rape_Reverse_Footjob</li>
					<li>Rape_Reverse_Handjob</li>
				</interactionDefs>
			</li>
		</contexts>
		
		
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation -->
			<li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation -->
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage2_Branch1</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>2</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator2a</li>
							<li>Blowjob_Receiver2a</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation -->
			<li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation -->
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage2_Branch2</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>2</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator2b</li>
							<li>Blowjob_Receiver2b</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation -->
			<li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation -->
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage2_Branch3</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>2</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator2c</li>
							<li>Blowjob_Receiver2c</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li> <!-- first pawn in animation -->
			<li>Offset_Blowjob_Receiver</li> <!-- second pawn in animation -->
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage4_Branch1</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator4a</li>
							<li>Blowjob_Receiver4a</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li>
			<li>Offset_Blowjob_Receiver</li>
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage4_Branch2</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator4b</li>
							<li>Blowjob_Receiver4b</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li>
			<li>Offset_Blowjob_Receiver</li>
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage4_Branch3</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator4a</li>
							<li>Blowjob_Receiver4a</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator4c</li>
							<li>Blowjob_Receiver4c</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>2</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator4a</li>
							<li>Blowjob_Receiver4a</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li>
			<li>Offset_Blowjob_Receiver</li>
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage6_Branch1</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator6a</li>
							<li>Blowjob_Receiver6a</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li>
			<li>Offset_Blowjob_Receiver</li>
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
	<Rimworld_Animations.GroupAnimationDef>
		<defName>Blowjob_Stage6_Branch2</defName>
		<numActors>2</numActors>
		<animationStages>
			<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
				<loops>1</loops>
				<loopOptions>
					<li>
						<probability>1</probability>
						<animationDefs>
							<li>Blowjob_Initiator6b</li>
							<li>Blowjob_Receiver6b</li>
						</animationDefs>
					</li>
				</loopOptions>
			</li>
		</animationStages>
		<offsetDefs>
			<li>Offset_Blowjob_Initiator</li>
			<li>Offset_Blowjob_Receiver</li>
		</offsetDefs>
	</Rimworld_Animations.GroupAnimationDef>
</Defs>
 | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/GroupAnimation_Blowjob.xml | 
	XML | 
	unknown | 9,239 | 
| 
	<?xml version="1.0" encoding="utf-8" ?> 
<Defs>
	<Rimworld_Animations.AnimationOffsetDef>
		<defName>Offset_Blowjob_Receiver</defName>
		<offsets>
			<li Class="Rimworld_Animations.AnimationOffset_BodyType">
				<races>
					<li>Human</li>
				</races>
				<offsets>
				</offsets>
			</li>
		</offsets>
	</Rimworld_Animations.AnimationOffsetDef>
	<Rimworld_Animations.AnimationOffsetDef>
		<defName>Offset_Blowjob_Initiator</defName>
		<offsets>
			<li Class="Rimworld_Animations.AnimationOffset_BodyType">
				<races>
					<li>Human</li>
				</races>
				<offsets>
					<li><bodyType>Hulk</bodyType><offset>(0, 0, 0.223)</offset></li>
				</offsets>
			</li>
			<!-- An example of age-ranged offsets
			<li Class="Rimworld_Animations.AnimationOffset_AgeRange" MayRequire="Mod.ID.Here">
				<races>
					<li>Moosesian</li>
				</races>
				<offsetsFemale>
					<li><bodyType>Female</bodyType><ageRange>18~24</ageRange><offset>(0, 0, 0.223)</offset></li>
					<li><bodyType>Female</bodyType><ageRange>25~100</ageRange><offset>(0, 0, 0.4)</offset></li>
				</offsetsFemale>
			</li>
			-->
		</offsets>
	</Rimworld_Animations.AnimationOffsetDef>
</Defs>
 | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/OffsetDef_Blowjob.xml | 
	XML | 
	unknown | 1,157 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator1</defName>
    <durationTicks>60</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-7</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>-17</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>20</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>2</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>5</tick>
              <angle>6</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>2</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>6</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver1</defName>
    <durationTicks>60</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.3421831, 0, 0.3303834)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-13</angle>
              <visible>true</visible>
              <offset>(0.2536875, 0, 0.2713863)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 0, 0.2123895)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>29</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>45</tick>
              <angle>7</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.0471976, 1, 0.1533923)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2890855, 1, 0.1002949)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.08849573)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage1.xml | 
	XML | 
	unknown | 6,817 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator2a</defName>
    <durationTicks>60</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-21</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>35</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver2a</defName>
    <durationTicks>60</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 1, 0.2123895)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>-28</angle>
              <visible>true</visible>
              <offset>(0.153392, 1, 0.1946901)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 1, 0.2123895)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>9</angle>
              <visible>true</visible>
              <offset>(-0.06489678, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.08849573)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage2a.xml | 
	XML | 
	unknown | 5,301 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator2b</defName>
    <durationTicks>60</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-21</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>35</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver2b</defName>
    <durationTicks>60</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 1, 0.2123895)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>-28</angle>
              <visible>true</visible>
              <offset>(0.153392, 1, 0.1946901)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 1, 0.2123895)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>9</angle>
              <visible>true</visible>
              <offset>(-0.06489678, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.08849573)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1769911, 1, 0.1828909)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2654867, 1, 0.1120945)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.08849573)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage2b.xml | 
	XML | 
	unknown | 6,136 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator2c</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-21</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>35</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver2c</defName>
    <durationTicks>80</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 1, 0.2123895)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>-28</angle>
              <visible>true</visible>
              <offset>(0.153392, 1, 0.1946901)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>-28</angle>
              <visible>true</visible>
              <offset>(0.153392, 1, 0.1946901)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 1, 0.2123895)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>35</tick>
              <angle>9</angle>
              <visible>true</visible>
              <offset>(-0.06489678, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>17</angle>
              <visible>true</visible>
              <offset>(-0.06489678, 0, -0.01769918)</offset>
              <rotation>West</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.08849573)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1769911, 1, 0.1828909)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2654867, 1, 0.1120945)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.08849573)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage2c.xml | 
	XML | 
	unknown | 6,729 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator3</defName>
    <durationTicks>25</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver3</defName>
    <durationTicks>25</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1828908, 1, 0.2123895)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>9</angle>
              <visible>true</visible>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>9</angle>
              <visible>true</visible>
              <offset>(-0.05309721, 0, -0.02949858)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2595871, 1, 0.08849573)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0.3480827, -2, -0.04129779)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage3.xml | 
	XML | 
	unknown | 4,612 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator4a</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>-8</angle>
              <visible>true</visible>
              <offset>(-0.5486726, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>22</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver4a</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1651919, 1, 0.1946901)</offset>
              <rotation>West</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.01179957, 0, -0.03539819)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0.3480827, 1, -0.04129779)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage4a.xml | 
	XML | 
	unknown | 5,428 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator4b</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>-8</angle>
              <visible>true</visible>
              <offset>(-0.5486726, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>MoanShort</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver4b</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>12</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1651919, 1, 0.1946901)</offset>
              <rotation>West</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.01179957, 0, -0.03539819)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0.3480827, 1, -0.04129779)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage4b.xml | 
	XML | 
	unknown | 5,467 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator4c</defName>
    <durationTicks>120</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>100</tick>
              <angle>-24</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>8</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver4c</defName>
    <durationTicks>120</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>-22</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>22</tick>
              <angle>-22</angle>
              <visible>true</visible>
              <offset>(0.1238939, -1, 0.1828909)</offset>
              <rotation>West</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.08259596, -1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-34</angle>
              <visible>true</visible>
              <offset>(0.08259596, -1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>90</tick>
              <angle>-22</angle>
              <visible>true</visible>
              <offset>(0.1238939, 0, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>92</tick>
              <angle>-22</angle>
              <visible>true</visible>
              <offset>(0.1238939, 0, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(0.1002955, 0, -0.01769918)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>22</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(0.1002955, 0, -0.01769918)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.01179889, 0, 0.005899787)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.03539803, 0, -0.005899787)</offset>
              <rotation>South</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>90</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(0.1002955, 0, -0.01769918)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>92</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(0.1002955, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0.3480827, 1, -0.04129779)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage4c.xml | 
	XML | 
	unknown | 8,523 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator5</defName>
    <durationTicks>15</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>9</tick>
              <angle>-2</angle>
              <visible>true</visible>
              <offset>(-0.5132743, 0, 0.5191741)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>7</tick>
              <angle>15</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver5</defName>
    <durationTicks>15</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>5</tick>
              <angle>-23</angle>
              <visible>true</visible>
              <offset>(0.1592923, 1, 0.1887907)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>7</tick>
              <angle>13</angle>
              <visible>true</visible>
              <offset>(-0.01179889, 0, -0.04129797)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0.3480827, 1, -0.04129779)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage5.xml | 
	XML | 
	unknown | 5,422 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator6a</defName>
    <durationTicks>180</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>-7</angle>
              <visible>true</visible>
              <offset>(-0.6312686, 0, 0.5132743)</offset>
              <rotation>East</rotation>
              <voice>Scream</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>27</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <sound>Cum</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>-17</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Scream</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <sound>Cum</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-16</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>-13</angle>
              <visible>true</visible>
              <offset>(-0.6548674, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>-8</angle>
              <visible>true</visible>
              <offset>(-0.6548674, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>34</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>21</angle>
              <visible>true</visible>
              <offset>(0.005899615, 0, -0.04129797)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>140</tick>
              <angle>21</angle>
              <visible>true</visible>
              <offset>(-0.005899615, 0, -0.005899608)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>160</tick>
              <angle>21</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.02359879)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.5073746, -1, 0.3067846)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>17</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.08259596, -1, 0.6135693)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.01179856, 0, 0.6076695)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.01769851, 0, 0.5958703)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>95</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0.04129865, 0, 0.5309733)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>120</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(-0.4542764, 0, 0.2300885)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver6a</defName>
    <durationTicks>180</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>-27</angle>
              <visible>true</visible>
              <offset>(0.1474924, 1, 0.1828909)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>-31</angle>
              <visible>true</visible>
              <offset>(0.1061937, 1, 0.1887907)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>-33</angle>
              <visible>true</visible>
              <offset>(0.1061937, 1, 0.1887907)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>160</tick>
              <angle>-11</angle>
              <visible>true</visible>
              <offset>(0.4424765, 1, 0.3008848)</offset>
              <rotation>West</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>-4</angle>
              <visible>true</visible>
              <offset>(0.4424765, 1, 0.3008848)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>17</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(0.005899615, 0, -0.0117994)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>25</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.07079639, 0, -0.02359879)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.0471976, 0, -0.02949858)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.07079639, 0, -0.02359879)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.0471976, 0, -0.02949858)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>11</angle>
              <visible>true</visible>
              <offset>(-0.0471976, 0, -0.02949858)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0.3480827, 1, -0.04129779)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Saliva</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>false</visible>
              <offset>(0, -2, 0)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>-6</angle>
              <visible>true</visible>
              <offset>(-0.1946903, -2, -0.08849555)</offset>
              <scale>(0.2153401, 1, 0.415929)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>-52</angle>
              <visible>true</visible>
              <offset>(-0.4601771, -2, -0.40118)</offset>
              <scale>(0.4808269, 1, 0.59882)</scale>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage6a.xml | 
	XML | 
	unknown | 13,373 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Blowjob_Initiator6b</defName>
    <durationTicks>180</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-17</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Scream</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>-17</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <voice>Scream</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>-20</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-17</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4778759)</offset>
              <rotation>East</rotation>
              <sound>Cum</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>-21</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4837757)</offset>
              <rotation>East</rotation>
              <voice>Scream</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>-16</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4837757)</offset>
              <rotation>East</rotation>
              <sound>Cum</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>115</tick>
              <angle>-19</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4837757)</offset>
              <rotation>East</rotation>
              <voice>Grunt</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>-15</angle>
              <visible>true</visible>
              <offset>(-0.5309734, 0, 0.4837757)</offset>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>31</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>27</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>33</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>28</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>32</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>23</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>14</angle>
              <visible>true</visible>
              <rotation>East</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Cumshot</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>75</tick>
              <angle>-64</angle>
              <visible>false</visible>
              <offset>(0.1769911, 0, -0.2300885)</offset>
              <scale>(0.333334, 1, 0.7758115)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>-64</angle>
              <visible>true</visible>
              <offset>(0.1769911, 0, -0.2300885)</offset>
              <scale>(0.333334, 1, 0.7758115)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>85</tick>
              <angle>-64</angle>
              <visible>false</visible>
              <offset>(0.1769911, 0, -0.2300885)</offset>
              <scale>(0.333334, 1, 0.7758115)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>105</tick>
              <angle>-64</angle>
              <visible>false</visible>
              <offset>(0.1769911, 0, -0.2300885)</offset>
              <scale>(0.333334, 1, 0.7758115)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>-64</angle>
              <visible>true</visible>
              <offset>(0.1769911, 0, -0.2300885)</offset>
              <scale>(0.333334, 1, 0.7758115)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>115</tick>
              <angle>-64</angle>
              <visible>false</visible>
              <offset>(0.1769911, 0, -0.2300885)</offset>
              <scale>(0.333334, 1, 0.7758115)</scale>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Blowjob_Receiver6b</defName>
    <durationTicks>180</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-30</angle>
              <visible>true</visible>
              <offset>(0.1238939, 1, 0.1828909)</offset>
              <rotation>West</rotation>
              <sound>Suck</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>-15</angle>
              <visible>true</visible>
              <offset>(0.3362834, 1, 0.259587)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>-11</angle>
              <visible>true</visible>
              <offset>(0.353983, 1, 0.259587)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>-11</angle>
              <visible>true</visible>
              <offset>(0.3598826, 1, 0.2654868)</offset>
              <rotation>West</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>-8</angle>
              <visible>true</visible>
              <offset>(0.3893807, 1, 0.2654868)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>4</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>4</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>83</tick>
              <angle>4</angle>
              <visible>true</visible>
              <offset>(-0.03539836, 0, -0.005899787)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>4</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>113</tick>
              <angle>4</angle>
              <visible>true</visible>
              <offset>(-0.03539836, 0, -0.005899787)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>150</tick>
              <angle>1</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>19</angle>
              <visible>true</visible>
              <offset>(-0.05899716, 0, -0.01769918)</offset>
              <rotation>West</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RenderNodeTag_Hand</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0.466077, 1, -0.04129779)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1651916, 1, 0.1828909)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>40</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2477875, 1, 0.1474925)</offset>
              <rotation>North</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>50</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.159292, 1, 0.1946901)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>60</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2477875, 1, 0.1415931)</offset>
              <rotation>North</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1828908, 1, 0.1769911)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>80</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2772863, 1, 0.117994)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>90</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1474927, 1, 0.2123895)</offset>
              <rotation>North</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>100</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2536871, 1, 0.1356933)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.1710915, 1, 0.2005899)</offset>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(-0.2418879, 1, 0.1356933)</offset>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Cum</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>12</angle>
              <visible>false</visible>
              <offset>(-0.1120944, 1, -0.2241889)</offset>
              <scale>(0.3392327, 1, 0.3569321)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>12</angle>
              <visible>true</visible>
              <offset>(-0.1120944, 1, -0.2241889)</offset>
              <scale>(0.3392327, 1, 0.3569321)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>150</tick>
              <angle>12</angle>
              <visible>true</visible>
              <offset>(-0.1120944, 1, -0.2241889)</offset>
              <scale>(0.3392327, 1, 0.3569321)</scale>
              <rotation>North</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>180</tick>
              <angle>-5</angle>
              <visible>true</visible>
              <offset>(-0.1120944, 1, -0.2241889)</offset>
              <scale>(0.3392327, 1, 0.3569321)</scale>
              <rotation>North</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Blowjob/Stage6b.xml | 
	XML | 
	unknown | 16,888 | 
| 
	<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<PawnRenderNodeTagDef>
		<defName>RenderNodeTag_Cowgirl_Xray</defName>
	</PawnRenderNodeTagDef>
	<Rimworld_Animations.AnimationPropDef>
		<defName>AnimProp_Cowgirl_Xray</defName>
		<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
			<debugLabel>Cowgirl Xray</debugLabel>
			<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
			<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
			<tagDef>RenderNodeTag_Cowgirl_Xray</tagDef>
			<absoluteTransform>True</absoluteTransform>
			<parentTagDef>Body</parentTagDef>
			<!-- for height -->
			<texPath>AnimationProps/CowgirlXray/XRay2-1</texPath>
			<overlayLayer>Head</overlayLayer>
			<baseLayer>95</baseLayer>
			<texPathVariantsDef>TexPathVariants_Cowgirl_Xray</texPathVariantsDef>
			
			<!-- <propOffsetDef>Offset_Cowgirl_Top</propOffsetDef> -->
			
			
		</animPropProperties>
	</Rimworld_Animations.AnimationPropDef>
	
</Defs>
 | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Cowgirl/AnimationPropDef_Cowgirl_Xray.xml | 
	XML | 
	unknown | 1,028 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Initiator_Cowgirl_Stage1</defName>
    <durationTicks>150</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.7)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.7)</offset>
              <rotation>South</rotation>
              <sound>Slimy</sound>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.75)</offset>
              <rotation>South</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>150</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.7)</offset>
              <rotation>South</rotation>
              <sound>Slimy</sound>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>190</angle>
              <visible>true</visible>
              <offset>(0, 1, 0)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>70</tick>
              <angle>170</angle>
              <visible>true</visible>
              <offset>(0, 1, 0)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>150</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 1, 0)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Receiver_Cowgirl_Stage1</defName>
    <durationTicks>150</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.2, 2, 0.5)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>15</angle>
              <visible>true</visible>
              <offset>(0.1, 2, 0.5)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.2)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>150</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.23)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>-15</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>55</tick>
              <angle>-15</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.05)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>110</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Cowgirl/Cowgirl_Stage1.xml | 
	XML | 
	unknown | 5,421 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Initiator_Cowgirl_Stage2_1</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.7)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.65)</offset>
              <rotation>South</rotation>
              <sound>Fuck</sound>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.7)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 1, 0)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Receiver_Cowgirl_Stage2_1</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.23)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.43)</offset>
              <rotation>South</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.23)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.04)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Cowgirl/Cowgirl_Stage2_1.xml | 
	XML | 
	unknown | 4,352 | 
| 
	<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <AnimationDef>
    <defName>Initiator_Cowgirl_Stage2_2</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.7)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>20</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.65)</offset>
              <rotation>South</rotation>
              <sound>Fuck</sound>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.7)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>RimNude_Penis</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>180</angle>
              <visible>true</visible>
              <offset>(0, 1, 0)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
  <AnimationDef>
    <defName>Receiver_Cowgirl_Stage2_2</defName>
    <durationTicks>30</durationTicks>
    <animationParts>
      <li>
        <key>Root</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.23)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>10</tick>
              <angle>7</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.43)</offset>
              <rotation>South</rotation>
              <voice>Moan</voice>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <offset>(0, 2, 0.23)</offset>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
      <li>
        <key>Head</key>
        <value>
          <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
          <keyframes>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>0</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>15</tick>
              <angle>-7</angle>
              <visible>true</visible>
              <offset>(0, 0, -0.04)</offset>
              <rotation>South</rotation>
            </li>
            <li Class="Rimworld_Animations.ExtendedKeyframe">
              <tick>30</tick>
              <angle>0</angle>
              <visible>true</visible>
              <rotation>South</rotation>
            </li>
          </keyframes>
        </value>
      </li>
    </animationParts>
  </AnimationDef>
</Defs> | 
	kintest/rimworld | 
	1.5/Defs/GroupAnimationDefs/Cowgirl/Cowgirl_Stage2_2.xml | 
	XML | 
	unknown | 4,353 | 
			Subsets and Splits
				
	
				
			
				
No community queries yet
The top public SQL queries from the community will appear here once available.
