Fire Handles
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@@ -491,6 +491,146 @@
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</Component>
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</Template>
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<Template Name="MD11_3Pos_Switch_Hold">
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<Parameters Type="Default">
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<ANIM_LENGTH>10</ANIM_LENGTH>
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<ANIM_LAG>100</ANIM_LAG>
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<RESET_DELAY>0.15</RESET_DELAY>
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<DRAG_THRESHOLD>0.35</DRAG_THRESHOLD>
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</Parameters>
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<Parameters Type="Override">
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<Condition Check="ANIM_NAME">
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<False>
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<ANIM_NAME>#NODE_NAME#</ANIM_NAME>
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</False>
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</Condition>
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<Condition Check="VAR_NAME">
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<False>
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<VAR_NAME>#NODE_NAME#</VAR_NAME>
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</False>
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</Condition>
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</Parameters>
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<Component ID="#NODE_NAME#" Node="#NODE_NAME#">
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<Condition Check="ANIM_CODE">
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<True>
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<Animation Name="#ANIM_NAME#" Length="#ANIM_LENGTH#" Type="Sim"
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TypeParam="AutoPlay">
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<Parameter>
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<Code>#ANIM_CODE#</Code>
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<Lag>#ANIM_LAG#</Lag>
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</Parameter>
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</Animation>
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</True>
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<False>
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<Animation Name="#ANIM_NAME#" Length="#ANIM_LENGTH#" Type="Sim"
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TypeParam="AutoPlay">
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<Parameter>
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<Code>(L:#NODE_NAME#) 5 *</Code>
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<Lag>#ANIM_LAG#</Lag>
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</Parameter>
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</Animation>
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</False>
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</Condition>
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<MouseRect>
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<IMCursorsInstances>
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<IMDefault>
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<CursorUp>UpArrow</CursorUp>
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<CursorDown>DownArrow</CursorDown>
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<Cursor>Dynamic</Cursor>
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</IMDefault>
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<IMDrag>
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<Cursor>Grab</Cursor>
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</IMDrag>
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</IMCursorsInstances>
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<IMMouseFlagsInstances>
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<IMDefault>LeftSingle+LeftRelease+WheelUp+WheelDown</IMDefault>
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<IMDrag>Lock+Unlock+LeftDrag+Wheel</IMDrag>
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</IMMouseFlagsInstances>
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<Lock>True</Lock>
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<LockFlagsTemporary>LeftSingle</LockFlagsTemporary>
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<HighlightNodeId>#NODE_NAME#</HighlightNodeId>
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<CallbackCode>
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<IMCodeInstances>
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<IMDefault>
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(M:Event) 'LeftSingle' scmi 0 == if{
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(M:RelativeY) 0 > if{
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#INC_CODE#
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}
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(M:RelativeY) 0 < if{
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#DEC_CODE#
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}
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(E:SIMULATION TIME, seconds) (>O:UpdateTime)
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}
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(M:Event) 'LeftRelease' scmi 0 == if{
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1 (>O:HasReleased)
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}
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(M:Event) 'WheelUp' scmi 0 == if{
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#INC_CODE#
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1 (>O:HasReleased)
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(E:SIMULATION TIME,seconds) (>O:UpdateTime)
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}
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(M:Event) 'WheelDown' scmi 0 == if{
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#DEC_CODE#
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1 (>O:HasReleased)
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(E:SIMULATION TIME, seconds) (>O:UpdateTime)
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}
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</IMDefault>
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<IMDrag>
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(M:Event) 'WheelUp' scmi 0 == if{
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#INC_CODE#
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1(>O:HasReleased)
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(E:SIMULATION TIME, seconds) (>O:UpdateTime)
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}
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(M:Event) 'WheelDown' scmi 0 == if{
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#DEC_CODE#
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1 (>O:HasReleased)
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(E:SIMULATION TIME, seconds) (>O:UpdateTime)
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}
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(M:Event) 'Lock' scmi 0 == if{
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(L:#VAR_NAME#) 2 / (>O:InitialPosition)
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}
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(M:Event) 'Unlock' scmi 0 == if{
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1 (>O:HasReleased)
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0 (>O:IsThresholdExceeded)
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}
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(M:Event) 'LeftDrag' scmi 0 == if{
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(O:IsThresholdExceeded) ! if{
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(M:DragPercent)
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(O:InitialPosition) - (>O:DragChange)
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(O:DragChange) #DRAG_THRESHOLD# >= if{
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#INC_CODE#
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1 (>O:IsThresholdExceeded)
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(E:SIMULATION TIME, seconds) (>O:UpdateTime)
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}
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(O:DragChange) -#DRAG_THRESHOLD# <= if{
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#DEC_CODE#
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1 (>O:IsThresholdExceeded) (E:SIMULATION TIME, seconds)
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(>O:UpdateTime)
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}
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}
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}
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</IMDrag>
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</IMCodeInstances>
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<DragMode>Trajectory</DragMode>
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<DragAnimName>#ANIM_NAME#</DragAnimName>
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<DragNodeId>#NODE_NAME#</DragNodeId>
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<DragAnimSynced>True</DragAnimSynced>
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<DragUseAnimLag>True</DragUseAnimLag>
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<DragAxis>Y</DragAxis>
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<DragFlagsLockable>LeftDrag+RightDrag+MiddleDrag</DragFlagsLockable>
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</CallbackCode>
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</MouseRect>
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<Update InteractionModel="All" Frequency="5">
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(O:HasReleased) if{
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(E:SIMULATION TIME, seconds) (O:UpdateTime) - #RESET_DELAY# > if{
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#REL_CODE#
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0 (>O:HasReleased)
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}
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}
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</Update>
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</Component>
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</Template>
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<Template Name="MD11_Finite_Knob">
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<Parameters Type="Default">
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<ANIM_LENGTH>10</ANIM_LENGTH>
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@@ -554,7 +694,7 @@
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</IMMouseFlagsInstances>
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<Lock>True</Lock>
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<LockFlagsTemporary>LeftSingle</LockFlagsTemporary>
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<HighlightNodeId>#ANIM_NAME#</HighlightNodeId>
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<HighlightNodeId>#NODE_NAME#</HighlightNodeId>
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<CallbackCode>
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<IMCodeInstances>
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<IMDefault>
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@@ -616,7 +756,7 @@
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</IMCodeInstances>
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<DragMode>Trajectory</DragMode>
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<DragAnimName>#ANIM_NAME#</DragAnimName>
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<DragNodeId>#ANIM_NAME#</DragNodeId>
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<DragNodeId>#NODE_NAME#</DragNodeId>
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<DragAnimSynced>True</DragAnimSynced>
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<DragUseAnimLag>True</DragUseAnimLag>
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<DragAxis>X</DragAxis>
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@@ -654,5 +794,66 @@
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</UseTemplate>
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</Component>
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</Template>
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<Template Name="MD11_APU_Fire_Handle">
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<Parameters type="Default">
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<TURN_ANIM_LENGTH>10</TURN_ANIM_LENGTH>
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<TURN_ANIM_LAG>100</TURN_ANIM_LAG>
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<PULL_ANIM_LENGTH>10</PULL_ANIM_LENGTH>
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<PULL_ANIM_LAG>100</PULL_ANIM_LAG>
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<THRESHOLD_X_INPUT>0.2</THRESHOLD_X_INPUT>
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<THRESHOLD_X_MOUSE>0.075</THRESHOLD_X_MOUSE>
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</Parameters>
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<Component ID="#NODE_NAME#" Node="#NODE_NAME#">
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<Animation Name="#TURN_ANIM_NAME#" Length="#TURN_ANIM_LENGTH#" Type="Sim" TypeParam="AutoPlay">
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<Parameter>
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<Code>(L:#TURN_ANIM_VAR#) 5 *</Code>
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<Lag>#TURN_ANIM_LAG#</Lag>
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</Parameter>
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</Animation>
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<Animation Name="#PULL_ANIM_NAME#" Length="#PULL_ANIM_LENGTH#" Type="Sim" TypeParam="AutoPlay">
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<Parameter>
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<Code>(L:#PULL_ANIM_VAR#) 10 *</Code>
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<Lag>#PULL_ANIM_LAG#</Lag>
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</Parameter>
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</Animation>
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<UseTemplate Name="ASOBO_GT_Interaction_WheelAndContinuousLeft_LeftSingle">
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<CLOCKWISE_CODE>(L:#PULL_ANIM_VAR#) 1 == if{ #INC_CODE# }</CLOCKWISE_CODE>
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<ANTICLOCKWISE_CODE>(L:#PULL_ANIM_VAR#) 1 == if{ #DEC_CODE# }</ANTICLOCKWISE_CODE>
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<LEFT_SINGLE_CODE>(L:#TURN_ANIM_VAR#) 1 == if{ #PULL_CODE# }</LEFT_SINGLE_CODE>
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</UseTemplate>
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</Component>
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</Template>
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<Template Name="MD11_ENG_Fire_Handle">
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<Parameters type="Default">
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<TURN_ANIM_LENGTH>10</TURN_ANIM_LENGTH>
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<TURN_ANIM_LAG>100</TURN_ANIM_LAG>
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<PULL_ANIM_LENGTH>10</PULL_ANIM_LENGTH>
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<PULL_ANIM_LAG>100</PULL_ANIM_LAG>
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<THRESHOLD_X_INPUT>0.2</THRESHOLD_X_INPUT>
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<THRESHOLD_X_MOUSE>0.075</THRESHOLD_X_MOUSE>
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</Parameters>
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<Component ID="#NODE_NAME#" Node="#NODE_NAME#">
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<Animation Name="#TURN_ANIM_NAME#" Length="#TURN_ANIM_LENGTH#" Type="Sim" TypeParam="AutoPlay">
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<Parameter>
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<Code>(L:#TURN_ANIM_VAR#) 5 *</Code>
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<Lag>#TURN_ANIM_LAG#</Lag>
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</Parameter>
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</Animation>
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<Animation Name="#PULL_ANIM_NAME#" Length="#PULL_ANIM_LENGTH#" Type="Sim" TypeParam="AutoPlay">
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<Parameter>
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<Code>(L:#PULL_ANIM_VAR#) 5 *</Code>
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<Lag>#PULL_ANIM_LAG#</Lag>
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</Parameter>
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</Animation>
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<UseTemplate Name="ASOBO_GT_Interaction_WheelAndContinuousLeft_PushPull">
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<CLOCKWISE_CODE>(L:#PULL_ANIM_VAR#) 2 == if{ #INC_CODE# }</CLOCKWISE_CODE>
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<ANTICLOCKWISE_CODE>(L:#PULL_ANIM_VAR#) 2 == if{ #DEC_CODE# }</ANTICLOCKWISE_CODE>
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<PULL_CODE>(L:#TURN_ANIM_VAR#) 1 == if{ #PULL_CODE# }</PULL_CODE>
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<PUSH_CODE>(L:#TURN_ANIM_VAR#) 1 == if{ #PUSH_CODE# }</PUSH_CODE>
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</UseTemplate>
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</Component>
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</Template>
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<!-- KHOFMANN END -->
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</ModelBehaviors>
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