Files
SlaveMatrix-SDL/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs
REDCODE a588c1273b Renamed Par -> ShapePart
Renamed ParT -> ShapePartT
2026-06-13 20:45:58 +02:00

1164 lines
34 KiB
C#

using System.Drawing;
using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix
{
public class : B
{
public bool Is手コキ;
public bool Is足コキ;
public bool Isパイズリ;
public bool ;
public bool ;
public bool ;
public Motion ;
public double ;
public Motion ;
public Motion ;
private Motion ;
public int Count;
public Motion ;
public bool ;
public Motion ;
public Motion ;
public bool Isパイズリ相互;
public bool Isパイズリ他動;
public Motion ;
private double = 1.0;
private int yi;
private double x;
private double y;
private double d;
private Vector2D v;
private Vector2D o;
private Vector2D vc = DataConsts.Vec2DZero;
private ContactType ;
private Shoulder Shoulder;
private Shoulder ;
private Shoulder ;
private UpperArm_人 UpperArm;
private UpperArm_人 UpperArm左;
private UpperArm_人 UpperArm右;
private LowerArm_人 LowerArm;
private LowerArm_人 LowerArm左;
private LowerArm_人 LowerArm右;
private _人 ;
private _人 ;
private _人 ;
private _人 ;
private _人 ;
private Leg_人 ;
private Leg_人 ;
private _人 ;
private _人 ;
public bool Isモード
{
get
{
if (!Is手コキ && !Is足コキ && !Isパイズリ && !調UI..Is押付)
{
return 調UI..Is挿入;
}
return true;
}
}
private bool
{
get
{
return 調UI.;
}
set
{
調UI. = value;
if (value)
{
調UI..Xi = 13;
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..Intensity = 0.5;
調UI..C = DataConsts.Vec2DZero;
調UI.();
}
調UI..Intensity = 1.0;
}
}
public void _()
{
調UI..Enqueue(delegate(RenderArea a)
{
調UI..Sound(a, Sta.GetAreaPoint(ref 調UI..AreM.Position, 0.02), Sta..GetVal(Player.V_射精, 1.0), new Font("MS Gothic", 1f), Color.White, 0.2 + 0.2 * RNG.XS.NextDouble() * Player.V_射精, b: true);
});
}
private void ()
{
if (Sta.GameData.)
{
if (Isパイズリ他動)
{
ip.SubInfoIm = "LDo:" + GameText.;
}
else
{
ip.SubInfoIm = "Mo↑↓:" + GameText. + "\r\nLUp:" + GameText.;
}
}
}
private void ()
{
if (Sta.GameData.)
{
if (Isパイズリ他動)
{
ip.SubInfoIm = "LDo:" + GameText.;
}
else
{
ip.SubInfoIm = "LDo:" + GameText.;
}
}
}
private void ()
{
if (Sta.GameData.)
{
ip.SubInfoIm = "LDo:" + GameText.;
}
}
private void ()
{
if (Sta.GameData.)
{
ip.SubInfoIm = "LDo:" + GameText.;
}
}
private void ()
{
if (Sta.GameData.)
{
ip.SubInfoIm = "LDo:" + GameText.;
}
}
private void ()
{
if (Sta.GameData.)
{
InfoPanel obj = ip;
obj.SubInfoIm = obj.SubInfoIm + "\r\nWh:" + GameText.;
}
}
private string si()
{
if (!Isモード)
{
return (調UI...Run ? "" : ("MCl:" + GameText. + "\r\n")) + "RCl:" + GameText.;
}
return "";
}
public void Move(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus != )
{
return;
}
v = cp;
x = (o.X - v.X) * 0.008;
y = (o.Y - v.Y) * 0.008;
if (Isモード)
{
if (調UI..Is挿入)
{
= false;
}
if (Isパイズリ)
{
if (Isパイズリ他動)
{
= false;
調UI..Intensity = 0.5;
}
else
{
Bod..P();
Bod..P();
調UI..B = Bod..;
調UI..B = Bod..;
}
yi = Bod..Yi;
d = (d + y).Clamp(0.0, 1.0);
調UI..B = Bod..AddY(-0.03 * d);
Bod..Yv = 0.2 + 0.4 * d;
Bod..Yv = 0.2 + 0.4 * d;
vc.Y = -0.002 * d;
Bod._人.C = vc;
.Ele.C = (100.0 * x).Clamp(-5.0, 5.0);
if (yi != Bod..Yi && Bod..Yi == 1)
{
Bod. = !Bod.;
}
();
調UI.Action(ContactType.Chest, ActionType., CurrentState.Continue, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
}
else
{
調UI..Move(ref mb, ref cp, ref hc, ref cd);
if (!調UI..Is挿入)
{
= ContactType.none;
}
}
}
else if (Bod.Is胸部())
{
Isパイズリ他動 = Player.1;
();
}
else if (Player. && cd.c == ContactType.Hand)
{
();
}
else if (Player. && cd.c == ContactType.Feet)
{
();
}
else
{
調UI..Move(ref mb, ref cp, ref hc, ref cd);
if (Sta.GameData.)
{
if (string.IsNullOrWhiteSpace(ip.SubInfoIm))
{
ip.SubInfoIm += si();
}
else if (ip.SubInfoIm == "LDo:" + GameText.)
{
();
}
}
}
o = v;
}
public void Down(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus != )
{
return;
}
if (!)
{
= true;
}
else if (mb == MouseButtons.Left)
{
if (Bod.Is胸部())
{
.End();
.End();
if (Player.2)
{
.Start();
}
Isパイズリ相互 = Player.3 && RNG.XS.NextBool();
Isパイズリ = true;
調UI..B = Bod.;
d = 0.0;
Bod..Yi = 1;
Bod..Yi = 1;
if (Isパイズリ他動)
{
= true;
if (調UI.)
{
調UI..C = new Vector2D(0.0, 0.02);
}
else
{
調UI..C = new Vector2D(0.0, 0.021800000000000003);
}
Cha._人_パイズリ(0, : false, : false);
if (Bod.Is腕前)
{
Bod.EI腕前.Updatef = true;
}
}
else
{
= false;
Bod..P();
Bod..P();
調UI..B = Bod..;
調UI..B = Bod..;
調UI..C = new Vector2D(0.011, 0.001);
調UI..C = new Vector2D(-0.011, 0.001);
調UI..Xi = 4;
調UI..Xi = 4;
調UI.CM.使 = UsageStatus.InUse;
調UI..Intensity = 1.0;
調UI. = true;
調UI.(ref cd);
調UI.();
}
();
調UI.Action(ContactType.Chest, ActionType., CurrentState.Start, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
調UI.();
調UI.();
return;
}
if (!.Run && Player. && cd.c == ContactType.Hand)
{
.End();
.End();
Is手コキ = true;
調UI.();
= !cd.e.;
.Start();
();
調UI.();
return;
}
if (.Run)
{
.End();
Is手コキ = false;
return;
}
if (!.Run && Player. && cd.c == ContactType.Feet)
{
.End();
.End();
Is足コキ = true;
.Start();
();
return;
}
if (.Run)
{
.End();
Is足コキ = false;
return;
}
if (!調UI..Is挿入)
{
= true;
if (調UI.)
{
調UI..C = new Vector2D(0.0, 0.02);
}
else
{
調UI..C = new Vector2D(0.0, 0.021800000000000003);
}
}
調UI..Down(ref mb, ref cp, ref hc, ref cd);
if (調UI..Is口)
{
= ContactType.Mouth;
}
else if (調UI..Is膣)
{
= ContactType.Vagina;
}
else if (調UI..Is肛)
{
= ContactType.Anal;
}
else if (調UI..Is糸)
{
= ContactType.Thread;
}
}
else if (mb == MouseButtons.Right && !.Run && !.Run && !.Run)
{
if (!Isモード)
{
if (!調UI..Is挿入)
{
= false;
調UI.Focus.Ele.Intensity = 0.5;
調UI.Focus = 調UI.CM;
調UI..B = cp;
調UI.. = true;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
else if (調UI..Is挿入)
{
調UI..Down(ref mb, ref cp, ref hc, ref cd);
}
}
else if (mb == MouseButtons.Middle && !.Run && !.Run && !.Run && !Isモード && !調UI..Is挿入)
{
= false;
調UI.Focus.Ele.Intensity = 0.5;
調UI.Focus = 調UI.CM;
調UI.CM.Ele.B = cp;
調UI.. = true;
調UI..Move(ref mb, ref cp, ref hc, ref cd);
}
}
public void Up(ref MouseButtons mb, ref Vector2D cp, ref Color hc, ref ContactD cd)
{
if (調UI.Focus != || !Isモード)
{
return;
}
if ()
{
調UI..C = new Vector2D(0.0, 0.021800000000000003);
}
if (Isパイズリ && mb == MouseButtons.Left)
{
調UI.Action(ContactType.Chest, ActionType., CurrentState.End, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
if (.Run)
{
.End();
}
//~~TODO~~ fix?
//Cursor.Position = Med.BaseControlC.PointToScreen(Med.FromBasePosition(対象.Ele.位置B));
Med.CursorPosition = Med.FromBasePosition(.Ele.B);
調UI...Start();
vc = DataConsts.Vec2DZero;
Bod._人.C = vc;
調UI. = false;
調UI..C = DataConsts.Vec2DZero;
調UI..C = DataConsts.Vec2DZero;
.Ele.C = 0.0;
= false;
Isパイズリ = false;
調UI.();
();
return;
}
調UI..Up(ref mb, ref cp, ref hc, ref cd);
if (Sta.GameData.)
{
if (string.IsNullOrWhiteSpace(ip.SubInfoIm))
{
ip.SubInfoIm += si();
}
else if (ip.SubInfoIm == "LDo:" + GameText.)
{
();
}
}
}
public void Leave(ref MouseButtons mb, ref Vector2D cp, ref Color hc)
{
}
public void Wheel(ref MouseButtons mb, ref Vector2D cp, ref int dt, ref Color hc, ref ContactD cd)
{
if (調UI.Focus == && !Isモード && !調UI.)
{
if (!)
{
= true;
}
= ( + 0.5 * (double)(-dt.Sign())).Clamp(0.3, 1.0);
調UI..C = new Vector2D(0.0, 0.02 * );
Player.();
Player.();
}
}
public void ()
{
if (!調UI..Is挿入)
{
.Start();
}
.Start();
}
public (TrainingUI 調UI, CM )
: base(調UI, )
{
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 Motion(0.0, 1.0)
{
BaseSpeed = 4.0,
OnStart = delegate
{
2..Ele.Yi = 0;
},
OnUpdate = delegate(Motion m)
{
2..Ele.Yv = m.Value;
v.Y = d * m.Value;
2..Ele.C = v;
},
OnReach = delegate
{
},
OnLoop = delegate(Motion m)
{
m.End();
},
OnEnd = delegate(Motion m)
{
m.ResetValue();
2..Ele.Yi = 0;
2..Ele.C = DataConsts.Vec2DZero;
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
= new Motion(0.0, 1.0)
{
BaseSpeed = 0.2 - 0.18 * ,
OnStart = delegate(Motion m)
{
m.BaseSpeed = 0.2 - 0.18 * 2.;
},
OnUpdate = delegate
{
Player.();
},
OnReach = delegate(Motion m)
{
m.End();
},
OnLoop = delegate
{
},
OnEnd = delegate
{
2..End();
Player.();
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
double xc;
= new Motion(0.0, 1.0)
{
BaseSpeed = 4.0,
OnStart = delegate
{
},
OnUpdate = delegate(Motion m)
{
xc = 1.0 + 0.2 * m.Value;
foreach (ShapePart item in 調UI..Body.EnumAllPar())
{
if (item.Tag != "陰嚢")
{
item.SizeXCont = xc;
}
}
調UI..C = Oth.GetRandomVector() * 0.001;
調UI..C = 調UI..C;
},
OnReach = delegate(Motion m)
{
2..Start();
2. = 調UI..Is挿入;
if (2.)
{
2.Count++;
}
Player.();
Player.();
m.End();
},
OnLoop = delegate
{
},
OnEnd = delegate(Motion m)
{
2..Ele.XC = 1.0;
調UI..C = DataConsts.Vec2DZero;
調UI..C = DataConsts.Vec2DZero;
m.ResetValue();
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
bool = false;
bool = false;
ShapePart p;
Vector2D cp;
Color hc;
ContactType c;
= new Motion(0.0, 1.0)
{
BaseSpeed = 3.0,
OnStart = delegate
{
//Sounds.射精.Play();
2._();
if ( = !調UI..Is挿入)
{
調UI.. = true;
調UI..Yi = 0;
}
else
{
= 2.Bod._表示 && 2. == ContactType.Vagina;
}
},
OnUpdate = delegate(Motion m)
{
if ()
{
調UI..B = 調UI..B;
調UI..Yv = m.Value;
if (調UI..Yv >= 0.65 && 調UI.Focus == )
{
p = 調UI..Body.Current.EnumAllPar().First();
cp = p.ToGlobal(p.OP.GetCenter() + Oth.GetRandomVector() * 0.0025);
hc = 2.Med.GetHitColor(2.Med.FromBasePosition(cp));
2.Bod.Addぶっかけ(cp, hc);
調UI.Action(c = 2.Cha.GetContact(ref hc).c, ActionType.Contact, CurrentState.Start, ToolType.Penis, 0, 1, : false, : true);
if (c != 0)
{
Player.();
}
}
}
else
{
if ( && 2. == ContactType.Vagina)
{
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.();
}
},
OnReach = delegate(Motion m)
{
m.End();
},
OnLoop = delegate
{
},
OnEnd = delegate
{
if ()
{
調UI.. = false;
調UI..Yi = 0;
}
else if ()
{
_ = 2.;
_ = 14;
}
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
double LowerArmXC = 0.0;
double s = 1.0;
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
OnStart = delegate
{
s = (2. ? 1.0 : (-1.0));
2. = false;
調UI. = true;
if (2.)
{
2.Cha.Arm_人_手コキ左(0, 0.0, 0.0, 0.0, 0.0);
}
else
{
2.Cha.Arm_人_手コキ右(0, 0.0, 0.0, 0.0, 0.0);
}
2. = true;
2.Shoulder = (2. ? 2. : 2.);
2.UpperArm = (2. ? 2.UpperArm左 : 2.UpperArm右);
2.LowerArm = (2. ? 2.LowerArm左 : 2.LowerArm右);
2. = (2. ? 2. : 2.);
if (2.LowerArm != null)
{
LowerArmXC = 2.LowerArm.XC;
}
調UI..B = 2.Bod.Neck..AddY(0.01);
調UI.Action(ContactType.Hand, ActionType., CurrentState.Start, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
OnUpdate = delegate(Motion m)
{
if (2.Shoulder != null)
{
2.Shoulder.C = s * 5.0 * m.Value;
}
if (2.LowerArm != null)
{
2.LowerArm.C = s * 30.0 * m.Value;
2.LowerArm.XC = LowerArmXC * (0.9 + 0.1 * m.Value.Inverse());
if (2.LowerArm._接続 != null)
{
Ele[] _接続2 = 2.LowerArm._接続;
for (int j = 0; j < _接続2.Length; j++)
{
_接続2[j].XC = 2.LowerArm.XC;
}
}
}
if (2. != null)
{
2..C = s * -30.0 * m.Value;
}
if (2.Bod.EI腕前 != null)
{
2.Bod.EI腕前.Updatef = true;
}
調UI.Action(ContactType.Hand, ActionType., CurrentState.Continue, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
OnReach = delegate
{
},
OnLoop = delegate
{
},
OnEnd = delegate
{
2. = false;
調UI. = false;
if (2.Shoulder != null)
{
2.Shoulder.C = 0.0;
}
if (2.LowerArm != null)
{
2.LowerArm.C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2.Bod.EI腕前 != null)
{
2.Bod.EI腕前.Updatef = true;
}
調UI.Action(ContactType.Hand, ActionType., CurrentState.End, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
_ = DataConsts.Vec2DZero;
s = 0.0;
double t;
double d1;
double d2;
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
OnStart = delegate
{
2.Bod. = 0.0;
2.Bod..Yi = 13;
2.Bod._表示 = true;
s = RNG.XS.NextSign();
調UI.Action(ContactType.Mouth, ActionType.Insertion, CurrentState.Start, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
OnUpdate = delegate(Motion m)
{
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;
2.Bod..C = s * 5.0 * d2;
2.Bod..C = s * -60.0 * d2;
調UI.Action(ContactType.Mouth, ActionType.Insertion, CurrentState.Continue, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
OnReach = delegate
{
},
OnLoop = delegate
{
s = RNG.XS.NextSign();
},
OnEnd = delegate(Motion m)
{
m.ResetValue();
2.Bod._表示 = false;
2.Bod. = 0.0;
2.Bod..C = 0.0;
2.Bod..C = 0.0;
調UI.Action(ContactType.Mouth, ActionType.Insertion, CurrentState.End, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
s = 0.0;
LowerArmXC = 0.0;
Vector2D vc = DataConsts.Vec2DZero;
bool sb = false;
double vl;
double vr;
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
OnStart = delegate
{
2.Cha._人_パイズリ(0, : false, : false);
2. = true;
if (2.LowerArm左 != null)
{
LowerArmXC = 2.LowerArm左.XC;
}
vc = DataConsts.Vec2DZero;
sb = RNG.XS.NextBool();
s = (sb ? (-1.0) : 1.0);
調UI.Action(ContactType.Chest, ActionType., CurrentState.Start, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
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));
if (2. != null)
{
2..C = 5.0 * vl;
}
if (2.LowerArm左 != null)
{
2.LowerArm左.C = -20.0 * vl;
2.LowerArm左.XC = LowerArmXC + 0.2 * vl;
if (2.LowerArm左._接続 != null)
{
Ele[] _接続 = 2.LowerArm左._接続;
for (int i = 0; i < _接続.Length; i++)
{
_接続[i].XC = 2.LowerArm左.XC;
}
}
}
if (2. != null)
{
2..C = 30.0 * vl;
}
if (2. != null)
{
2..C = -5.0 * vr;
}
if (2.LowerArm右 != null)
{
2.LowerArm右.C = 20.0 * vr;
2.LowerArm右.XC = LowerArmXC + 0.2 * vr;
if (2.LowerArm右._接続 != null)
{
Ele[] _接続 = 2.LowerArm右._接続;
for (int i = 0; i < _接続.Length; i++)
{
_接続[i].XC = 2.LowerArm右.XC;
}
}
}
if (2. != null)
{
2..C = -30.0 * vr;
}
2.Bod..Yv = 0.2 + 0.5 * vl;
2.Bod..Yv = 0.2 + 0.5 * vr;
if (2.Bod._人 != null)
{
if (2.Isパイズリ相互)
{
2.Bod._人.C = s * -2.5 + s * 5.0 * vl;
}
else
{
vc.Y = -0.002 * vl;
2.Bod._人.C = vc;
}
}
if (2.Bod.EI腕前 != null)
{
2.Bod.EI腕前.Updatef = true;
}
調UI.Action(ContactType.Chest, ActionType., CurrentState.Continue, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
OnReach = delegate
{
},
OnLoop = delegate
{
},
OnEnd = delegate(Motion m)
{
2. = false;
調UI...Start();
2.Bod._人.C = 0.0;
2.Bod._人.C = DataConsts.Vec2DZero;
if (2. != null)
{
2..C = 0.0;
}
if (2.LowerArm左 != null)
{
2.LowerArm左.C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2.LowerArm右 != null)
{
2.LowerArm右.C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2.Bod.EI腕前 != null)
{
2.Bod.EI腕前.Updatef = true;
}
m.ResetValue();
調UI.Action(ContactType.Chest, ActionType., CurrentState.End, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
= new Motion(0.0, 1.0)
{
BaseSpeed = 1.0,
OnStart = delegate
{
2. = false;
調UI. = true;
2.Bod.HipMotion_人v = 1.0;
調UI..B = 2.Bod..AddY(0.035);
2.Cha._人_足コキ(0);
2. = true;
調UI.Action(ContactType.Feet, ActionType., CurrentState.Start, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
OnUpdate = delegate(Motion m)
{
if (2. != null)
{
2..C = 11.0 * m.Value;
}
if (2. != null)
{
2..C = -11.0 * m.Value;
}
if (2. != null)
{
2..C = -15.0 * m.Value;
}
if (2. != null)
{
2..C = 15.0 * m.Value;
}
if (2. != null)
{
2..C = 5.0 * m.Value;
}
if (2. != null)
{
2..C = -5.0 * m.Value;
}
if (2.Bod.EI腿 != null)
{
2.Bod.EI腿.Updatef = true;
}
調UI.Action(ContactType.Feet, ActionType., CurrentState.Continue, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
},
OnReach = delegate
{
},
OnLoop = delegate
{
},
OnEnd = delegate
{
2. = false;
調UI. = false;
if (2. != null)
{
2..C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2. != null)
{
2..C = 0.0;
}
if (2.Bod.EI腿 != null)
{
2.Bod.EI腿.Updatef = true;
}
調UI.Action(ContactType.Feet, ActionType., CurrentState.End, ToolType.Penis, 0, 1, : false, : false);
Player.();
Player.();
}
};
調UI.Mots.Add(.GetHashCode().ToString(), );
}
public void SetCha(Character Cha)
{
base.Cha = Cha;
Bod = Cha.Body;
if (Bod.Arm人n > 0)
{
= Bod.Arm人左[0].Shoulder;
UpperArm左 = Bod.Arm人左[0].UpperArm;
LowerArm左 = Bod.Arm人左[0].LowerArm;
= Bod.Arm人左[0].;
= Bod.Arm人右[0].Shoulder;
UpperArm右 = Bod.Arm人右[0].UpperArm;
LowerArm右 = Bod.Arm人右[0].LowerArm;
= Bod.Arm人右[0].;
}
if (Bod.n > 0)
{
= Bod.[0].;
= Bod.[0].Leg;
= Bod.[0].;
= Bod.[0].;
= Bod.[0].Leg;
= Bod.[0].;
}
}
public new void Reset()
{
base.Reset();
Is手コキ = false;
Is足コキ = false;
Isパイズリ = false;
= false;
= false;
= false;
?.End();
= 0.0;
?.End();
?.End();
?.End();
Count = 0;
?.End();
= false;
?.End();
?.End();
Isパイズリ相互 = false;
Isパイズリ他動 = false;
?.End();
= false;
= 1.0;
yi = 0;
x = 0.0;
y = 0.0;
d = 0.0;
v = default(Vector2D);
o = default(Vector2D);
vc = DataConsts.Vec2DZero;
= ContactType.none;
}
}
}