Changed class names to be more understandable. Separate some initializes from Character class to CharacterFluidSystem

This commit is contained in:
Absolutely disgusting
2026-03-14 13:00:40 +04:00
parent b781f689ac
commit fc88cf2a9c
656 changed files with 6604 additions and 6672 deletions

View File

@@ -18,31 +18,31 @@ namespace SlaveMatrix
public bool ;
public Mot ;
public Motion ;
public double ;
public Mot ;
public Motion ;
public Mot ;
public Motion ;
private Mot ;
private Motion ;
public int Count;
public Mot ;
public Motion ;
public bool ;
public Mot ;
public Motion ;
public Mot ;
public Motion ;
public bool Isパイズリ相互;
public bool Isパイズリ他動;
public Mot ;
public Motion ;
private double = 1.0;
@@ -122,18 +122,18 @@ namespace SlaveMatrix
if (value)
{
調UI..Xi = 13;
調UI.. = 調UI..;
調UI..Intensity = 調UI..Intensity;
調UI..C = 0.0;
}
else
{
調UI.Set持ち手();
調UI..B = 調UI.CM.bp;
調UI.. = 0.5;
調UI..Intensity = 0.5;
調UI..C = Dat.Vec2DZero;
調UI.();
}
調UI.. = 1.0;
調UI..Intensity = 1.0;
}
}
@@ -237,7 +237,7 @@ namespace SlaveMatrix
if (Isパイズリ他動)
{
= false;
調UI.. = 0.5;
調UI..Intensity = 0.5;
}
else
{
@@ -358,7 +358,7 @@ namespace SlaveMatrix
調UI..Xi = 4;
調UI..Xi = 4;
調UI.CM.使 = UsageStatus.InUse;
調UI.. = 1.0;
調UI..Intensity = 1.0;
調UI. = true;
調UI.(ref cd);
調UI.();
@@ -441,7 +441,7 @@ namespace SlaveMatrix
if (!調UI..Is挿入)
{
= false;
調UI.Focus.Ele. = 0.5;
調UI.Focus.Ele.Intensity = 0.5;
調UI.Focus = 調UI.CM;
調UI..B = cp;
調UI.. = true;
@@ -456,7 +456,7 @@ namespace SlaveMatrix
else if (mb == MouseButtons.Middle && !.Run && !.Run && !.Run && !Isモード && !調UI..Is挿入)
{
= false;
調UI.Focus.Ele. = 0.5;
調UI.Focus.Ele.Intensity = 0.5;
調UI.Focus = 調UI.CM;
調UI.CM.Ele.B = cp;
調UI.. = true;
@@ -549,27 +549,27 @@ namespace SlaveMatrix
2 = this;
double d = 調UI..X0Y4_陰嚢.BasePointBase.Y - 調UI..X0Y0_陰嚢.BasePointBase.Y;
Vector2D v = new Vector2D(.Ele.C.X, d);
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 4.0,
Staing = delegate
OnStart = delegate
{
2..Ele.Yi = 0;
},
Runing = delegate(Mot m)
OnUpdate = delegate(Motion m)
{
2..Ele.Yv = m.Value;
v.Y = d * m.Value;
2..Ele.C = v;
},
Reaing = delegate
OnReach = delegate
{
},
Rouing = delegate(Mot m)
OnLoop = delegate(Motion m)
{
m.End();
},
Ending = delegate(Mot m)
OnEnd = delegate(Motion m)
{
m.ResetValue();
2..Ele.Yi = 0;
@@ -577,25 +577,25 @@ namespace SlaveMatrix
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 0.2 - 0.18 * ,
Staing = delegate(Mot m)
OnStart = delegate(Motion m)
{
m.BaseSpeed = 0.2 - 0.18 * 2.;
},
Runing = delegate
OnUpdate = delegate
{
Player.();
},
Reaing = delegate(Mot m)
OnReach = delegate(Motion m)
{
m.End();
},
Rouing = delegate
OnLoop = delegate
{
},
Ending = delegate
OnEnd = delegate
{
2..End();
Player.();
@@ -603,13 +603,13 @@ namespace SlaveMatrix
};
調UI.Mots.Add(.GetHashCode().ToString(), );
double xc;
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 4.0,
Staing = delegate
OnStart = delegate
{
},
Runing = delegate(Mot m)
OnUpdate = delegate(Motion m)
{
xc = 1.0 + 0.2 * m.Value;
foreach (Par item in 調UI..Body.EnumAllPar())
@@ -622,7 +622,7 @@ namespace SlaveMatrix
調UI..C = Oth.GetRandomVector() * 0.001;
調UI..C = 調UI..C;
},
Reaing = delegate(Mot m)
OnReach = delegate(Motion m)
{
2..Start();
2. = 調UI..Is挿入;
@@ -634,10 +634,10 @@ namespace SlaveMatrix
Player.();
m.End();
},
Rouing = delegate
OnLoop = delegate
{
},
Ending = delegate(Mot m)
OnEnd = delegate(Motion m)
{
2..Ele.XC = 1.0;
調UI..C = Dat.Vec2DZero;
@@ -652,10 +652,10 @@ namespace SlaveMatrix
Vector2D cp;
Color hc;
ContactType c;
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 3.0,
Staing = delegate
OnStart = delegate
{
//Sounds.射精.Play();
2._();
@@ -669,7 +669,7 @@ namespace SlaveMatrix
= 2.Bod._表示 && 2. == ContactType.Vagina;
}
},
Runing = delegate(Mot m)
OnUpdate = delegate(Motion m)
{
if ()
{
@@ -692,21 +692,21 @@ namespace SlaveMatrix
{
if ( && 2. == ContactType.Vagina)
{
2.Bod.. = (2.Bod.. + 0.05).Clamp(0.0, 1.0);
2.Bod.VaginalCumDrip. = (2.Bod.VaginalCumDrip. + 0.05).Clamp(0.0, 1.0);
2.Bod.. = (2.Bod.. + 0.025).Clamp(0.0, 1.0);
}
調UI.Action(2., ActionType.Insertion, CurrentState.Start, ToolType.Penis, 0, 1, : false, : true);
Player.();
}
},
Reaing = delegate(Mot m)
OnReach = delegate(Motion m)
{
m.End();
},
Rouing = delegate
OnLoop = delegate
{
},
Ending = delegate
OnEnd = delegate
{
if ()
{
@@ -723,10 +723,10 @@ namespace SlaveMatrix
調UI.Mots.Add(.GetHashCode().ToString(), );
double LowerArmXC = 0.0;
double s = 1.0;
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
OnStart = delegate
{
s = (2. ? 1.0 : (-1.0));
2. = false;
@@ -753,7 +753,7 @@ namespace SlaveMatrix
Player.();
Player.();
},
Runing = delegate(Mot m)
OnUpdate = delegate(Motion m)
{
if (2.Shoulder != null)
{
@@ -784,13 +784,13 @@ namespace SlaveMatrix
Player.();
Player.();
},
Reaing = delegate
OnReach = delegate
{
},
Rouing = delegate
OnLoop = delegate
{
},
Ending = delegate
OnEnd = delegate
{
2. = false;
調UI. = false;
@@ -821,10 +821,10 @@ namespace SlaveMatrix
double t;
double d1;
double d2;
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
OnStart = delegate
{
2.Bod. = 0.0;
2.Bod..Yi = 13;
@@ -834,9 +834,9 @@ namespace SlaveMatrix
Player.();
Player.();
},
Runing = delegate(Mot m)
OnUpdate = delegate(Motion m)
{
t = 2.Cha.ChaD.SkillL / Sta.GameData.TrainingTarget.MaxSkillL * 0.4;
t = 2.Cha.CharacterData.SkillL / Sta.GameData.TrainingTarget.MaxSkillL * 0.4;
d1 = m.Value.Sin() * 調UI..Yv.Inverse() * t;
d2 = m.Value * 調UI..Yv * t;
2.Bod. = d1;
@@ -846,14 +846,14 @@ namespace SlaveMatrix
Player.();
Player.();
},
Reaing = delegate
OnReach = delegate
{
},
Rouing = delegate
OnLoop = delegate
{
s = RNG.XS.NextSign();
},
Ending = delegate(Mot m)
OnEnd = delegate(Motion m)
{
m.ResetValue();
2.Bod._表示 = false;
@@ -872,10 +872,10 @@ namespace SlaveMatrix
bool sb = false;
double vl;
double vr;
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
OnStart = delegate
{
2.Cha._人_パイズリ(0, : false, : false);
2. = true;
@@ -890,7 +890,7 @@ namespace SlaveMatrix
Player.();
Player.();
},
Runing = delegate(Mot m)
OnUpdate = delegate(Motion m)
{
vl = ((!2.Isパイズリ相互) ? m.Value : (sb ? m.Value : m.Value.Inverse()));
vr = ((!2.Isパイズリ相互) ? m.Value : (sb ? m.Value.Inverse() : m.Value));
@@ -958,13 +958,13 @@ namespace SlaveMatrix
Player.();
Player.();
},
Reaing = delegate
OnReach = delegate
{
},
Rouing = delegate
OnLoop = delegate
{
},
Ending = delegate(Mot m)
OnEnd = delegate(Motion m)
{
2. = false;
調UI...Start();
@@ -1005,14 +1005,14 @@ namespace SlaveMatrix
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
= new Mot(0.0, 1.0)
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
Staing = delegate
OnStart = delegate
{
2. = false;
調UI. = true;
2.Bod._人v = 1.0;
2.Bod.HipMotion_人v = 1.0;
調UI..B = 2.Bod..AddY(0.035);
2.Cha._人_足コキ(0);
2. = true;
@@ -1020,7 +1020,7 @@ namespace SlaveMatrix
Player.();
Player.();
},
Runing = delegate(Mot m)
OnUpdate = delegate(Motion m)
{
if (2. != null)
{
@@ -1054,13 +1054,13 @@ namespace SlaveMatrix
Player.();
Player.();
},
Reaing = delegate
OnReach = delegate
{
},
Rouing = delegate
OnLoop = delegate
{
},
Ending = delegate
OnEnd = delegate
{
2. = false;
調UI. = false;
@@ -1100,10 +1100,10 @@ namespace SlaveMatrix
調UI.Mots.Add(.GetHashCode().ToString(), );
}
public void SetCha(Cha Cha)
public void SetCha(Character Cha)
{
base.Cha = Cha;
Bod = Cha.Bod;
Bod = Cha.Body;
if (Bod.Arm人n > 0)
{
= Bod.Arm人左[0].Shoulder;