Version V4.0.0

' Format:
'			<type> [-<option,option,...>] <AnimEvent> <AnimFile> [<AnimObject> ...]		(FNIS Animation)
'			AnimVar <AnimVar> [ BOOL | INT32 | REAL ] <numeric_value>					(Behavior Variable)
'			Version <VersionNumber>
'
' <type>:
'			b	 	basic: simple idle animation with one animation file
'			o		AnimObject: basic animation with one or more AnimObjects
'			s		sequenced animation (SA): first of at least 2 animation played as sequence
'			so		sequenced optimized: SA with AnimObjects and optimized Equip/UnEquip
'			fu		furniture animation: first of at least 3 animations played on a furniture object
'			fuo		furniture animation optimized: fu with AnimObjects and optimized Equip/UnEquip
'			+		second to last animation of a s/so/fu/fuo definition
'			ofa		offset arm animation: animations modifying arm position while other animations play
'			pa		paired animation
' 			km		killmove
'
' <option>:
'			a		acyclic animation: 1-time only (default: cyclic)
'			o		one or more AnimObjects
'			Tn		transition next: character keeps position after -a animation (no IdleForceDefaultState)
'			h		headtracking ON (default OFF)
'			Bn.m	blendtime n.m sec
'			k		"known" animation file (part of vanilla or different mod) -> excl. from consistance check
'			bsa		animation file part of bsa file -> excluded from consistence check
'			st		sticky AO -> AO will not be unequipped at the end of animation (last animation only)
'			D<time>	animation duration (pa and km only)
'			T<AnimEvent>/<time>	triggered AnimEvents during pa/km animations
'
' <AnimEvent>		Animation Event, used for Idle Definition (CK) or SendAnimationEvent() (script)
' <AnimFile>		Animation File for this AnimEvent; path relative to "animations/<mod name>"
' <AnimObject>		any Animation Object defined in CK (can also be standard or from different mod)
' <AnimVar>			e.g. used for GetAnimationVariableInt() (Script) or GetGraphVariableInt condition (CK)
' <VersionNumber>	e.g. V5.0
'
' For details please refer to "FNIS for Modders Documentation"
'
'Examples:
'	b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx
'	o -h MyAnimEvent2 AnimationWithAO.hkx MyAnimObject01 MyAnimObject02
'	s -a SA1entry SAanim1.hkx
'	+ -h,o,k SA1loop ..\OtherMod\OtherModAnim.hkx MYAnimObject03
'	+ -a SA1exit SAanim3.hkx
'	fu -a FURNITURE1_Enter FURNITURE1_Enter.hkx
'	+ FURNITURE1_Loop FURNITURE1_Loop.hkx
'	+ -a FURNITURE1_Exit FURNITURE1_Exit.hkx
'	pa -D3.466667 HugB paired_hugb.hkx
'	km -o,D4.000000,Tnpcsoundplay.npckillchop/2.555,T2_killactor/3.333 FNISKillmove FNIS_Killmove.hkx AnimObjectSword/1
'
' AnimEvents and Animation File names have to be unique through all mods (even for files in different folders)
' so it's a good idea to use mod specific abbreviations for all your names

' Sex Animations
b DDBeltedSolo DDBeltedSolo.hkx

' Events
b DDZazHornyA ZazHornyA.hkx
b DDZazHornyB ZazHornyB.hkx
b DDZazHornyC ZazHornyC.hkx
b DDZazHornyD ZazHornyD.hkx
b DDZazHornyE ZazHornyE.hkx
b DDZazArmbHorny01 ZapArmbHorny01.hkx
b DDZazArmbHorny02 ZapArmbHorny02.hkx
b DDZazArmbHorny03 ZapArmbHorny03.hkx
b DDZazYokeHorny01 ZapYokeHorny01.hkx
b DDZazYokeHorny02 ZapYokeHorny02.hkx
b DDZazYokeHorny03 ZapYokeHorny03.hkx

b ft_edged_armbinder_1 ft_edged_armbinder_1.hkx
b ft_edged_bbyoke_1 ft_edged_bbyoke_1.hkx
b ft_edged_elbowbinder_1 ft_edged_elbowbinder_1.hkx
b ft_edged_frontcuffs_1 ft_edged_frontcuffs_1.hkx
b ft_edged_yoke_1 ft_edged_yoke_1.hkx
b ft_edged_hobbled_armbinder_1 ft_edged_hobbled_armbinder_1.hkx
b ft_edged_hobbled_bbyoke_1 ft_edged_hobbled_bbyoke_1.hkx
b ft_edged_hobbled_elbowbinder_1 ft_edged_hobbled_elbowbinder_1.hkx
b ft_edged_hobbled_frontcuffs_1 ft_edged_hobbled_frontcuffs_1.hkx
b ft_edged_hobbled_yoke_1 ft_edged_hobbled_yoke_1.hkx

b ft_horny_armbinder_1 ft_horny_armbinder_1.hkx
b ft_horny_armbinder_2 ft_horny_armbinder_2.hkx
b ft_horny_armbinder_3 ft_horny_armbinder_3.hkx
b ft_horny_armbinder_4 ft_horny_armbinder_4.hkx
b ft_horny_armbinder_5 ft_horny_armbinder_5.hkx
b ft_horny_armbinder_6 ft_horny_armbinder_6.hkx
b ft_horny_armbinder_7 ft_horny_armbinder_7.hkx

b ft_horny_bbyoke_1 ft_horny_bbyoke_1.hkx
b ft_horny_bbyoke_2 ft_horny_bbyoke_2.hkx
b ft_horny_bbyoke_3 ft_horny_bbyoke_3.hkx
b ft_horny_bbyoke_4 ft_horny_bbyoke_4.hkx
b ft_horny_bbyoke_5 ft_horny_bbyoke_5.hkx
b ft_horny_bbyoke_6 ft_horny_bbyoke_6.hkx
b ft_horny_bbyoke_7 ft_horny_bbyoke_7.hkx

b ft_horny_elbowbinder_1 ft_horny_elbowbinder_1.hkx
b ft_horny_elbowbinder_2 ft_horny_elbowbinder_2.hkx
b ft_horny_elbowbinder_3 ft_horny_elbowbinder_3.hkx
b ft_horny_elbowbinder_4 ft_horny_elbowbinder_4.hkx
b ft_horny_elbowbinder_5 ft_horny_elbowbinder_5.hkx
b ft_horny_elbowbinder_6 ft_horny_elbowbinder_6.hkx
b ft_horny_elbowbinder_7 ft_horny_elbowbinder_7.hkx

b ft_horny_frontcuffs_1 ft_horny_frontcuffs_1.hkx
b ft_horny_frontcuffs_2 ft_horny_frontcuffs_2.hkx
b ft_horny_frontcuffs_3 ft_horny_frontcuffs_3.hkx
b ft_horny_frontcuffs_4 ft_horny_frontcuffs_4.hkx
b ft_horny_frontcuffs_5 ft_horny_frontcuffs_5.hkx
b ft_horny_frontcuffs_6 ft_horny_frontcuffs_6.hkx
b ft_horny_frontcuffs_7 ft_horny_frontcuffs_7.hkx

b ft_horny_yoke_1 ft_horny_yoke_1.hkx
b ft_horny_yoke_2 ft_horny_yoke_2.hkx
b ft_horny_yoke_3 ft_horny_yoke_3.hkx
b ft_horny_yoke_4 ft_horny_yoke_4.hkx
b ft_horny_yoke_5 ft_horny_yoke_5.hkx
b ft_horny_yoke_6 ft_horny_yoke_6.hkx
b ft_horny_yoke_7 ft_horny_yoke_7.hkx

b ft_orgasm_armbinder_1 ft_orgasm_armbinder_1.hkx
b ft_orgasm_bbyoke_1 ft_orgasm_bbyoke_1.hkx
b ft_orgasm_elbowbinder_1 ft_orgasm_elbowbinder_1.hkx
b ft_orgasm_frontcuffs_1 ft_orgasm_frontcuffs_1.hkx
b ft_orgasm_yoke_1 ft_orgasm_yoke_1.hkx
b ft_orgasm_hobbled_armbinder_1 ft_orgasm_hobbled_armbinder_1.hkx
b ft_orgasm_hobbled_bbyoke_1 ft_orgasm_hobbled_bbyoke_1.hkx
b ft_orgasm_hobbled_elbowbinder_1 ft_orgasm_hobbled_elbowbinder_1.hkx
b ft_orgasm_hobbled_frontcuffs_1 ft_orgasm_hobbled_frontcuffs_1.hkx
b ft_orgasm_hobbled_yoke_1 ft_orgasm_hobbled_yoke_1.hkx

b -md DDArmbBleedoutIdle ZapArmbBleedoutIdle.hkx
b -md DDYokeBleedoutIdle ZapYokeBleedoutIdle.hkx

' Struggle
b DDHobArmbStruggle01 DDHobArmbStruggle01.hkx
b DDHobArmbStruggle02 DDHobArmbStruggle02.hkx
b DDHobYokeStruggle01 DDHobYokeStruggle01.hkx
b DDHobYokeStruggle02 DDHobYokeStruggle02.hkx
b DDHobElbStruggle01 DDHobElbStruggle01.hkx
b DDHobElbStruggle02 DDHobElbStruggle02.hkx
b DDHobBBYokeStruggle01 DDHobBBYokeStruggle01.hkx
b DDHobBBYokeStruggle02 DDHobBBYokeStruggle02.hkx
b DDHobCuffsFrontStruggle01 DDHobCuffsFrontStruggle01.hkx
b DDHobCuffsFrontStruggle02 DDHobCuffsFrontStruggle02.hkx

b DDRegArmbStruggle01 DDRegArmbStruggle01.hkx
b DDRegArmbStruggle02 DDRegArmbStruggle02.hkx
b DDRegArmbStruggle03 DDRegArmbStruggle03.hkx
b DDRegArmbStruggle04 DDRegArmbStruggle04.hkx
b DDRegArmbStruggle05 DDRegArmbStruggle05.hkx
b DDRegYokeStruggle01 DDRegYokeStruggle01.hkx
b DDRegYokeStruggle02 DDRegYokeStruggle02.hkx
b DDRegYokeStruggle03 DDRegYokeStruggle03.hkx
b DDRegYokeStruggle04 DDRegYokeStruggle04.hkx
b DDRegYokeStruggle05 DDRegYokeStruggle05.hkx
b DDRegElbStruggle01 DDRegElbStruggle01.hkx
b DDRegElbStruggle02 DDRegElbStruggle02.hkx
b DDRegElbStruggle03 DDRegElbStruggle03.hkx
b DDRegElbStruggle04 DDRegElbStruggle04.hkx
b DDRegElbStruggle05 DDRegElbStruggle05.hkx
b DDRegBBYokeStruggle01 DDRegBBYokeStruggle01.hkx
b DDRegBBYokeStruggle02 DDRegBBYokeStruggle02.hkx
b DDRegBBYokeStruggle03 DDRegBBYokeStruggle03.hkx
b DDRegBBYokeStruggle04 DDRegBBYokeStruggle04.hkx
b DDRegBBYokeStruggle05 DDRegBBYokeStruggle05.hkx
b DDRegCuffsFrontStruggle02 DDRegCuffsFrontStruggle02.hkx
b DDRegCuffsFrontStruggle03 DDRegCuffsFrontStruggle03.hkx

b DDChastityBeltStruggle01 FT_DD_Chastity_Struggle_1.hkx
b DDChastityBeltStruggle02 FT_DD_Chastity_Struggle_2.hkx

b DDElbowTie_orgasm DDElbowTie_orgasm.hkx
b DDElbowTie_outofbreath DDElbowTie_outofbreath.hkx
b DDElbowTie_struggleone DDElbowTie_struggleone.hkx
b DDElbowTie_struggletwo DDElbowTie_struggletwo.hkx
b DDElbowTie_strugglethree DDElbowTie_strugglethree.hkx
b DDElbowTie_hornyone DDElbowTie_hornyone.hkx
b DDElbowTie_hornytwo DDElbowTie_hornytwo.hkx

b -a ft_fall_over_armbinder_1 ft_fall_over_armbinder_1.hkx
b -a ft_fall_over_bbyoke_1 ft_fall_over_bbyoke_1.hkx
b -a ft_fall_over_elbowbinder_1 ft_fall_over_elbowbinder_1.hkx
b -a ft_fall_over_frontcuffs_1 ft_fall_over_frontcuffs_1.hkx
b -a ft_fall_over_yoke_1 ft_fall_over_yoke_1.hkx
b -a ft_fall_over_reg_1 ft_fall_over_reg_1.hkx
b ft_out_of_breath_armbinder ft_out_of_breath_armbinder.hkx
b ft_out_of_breath_bbyoke ft_out_of_breath_bbyoke.hkx
b ft_out_of_breath_elbowbinder ft_out_of_breath_elbowbinder.hkx
b ft_out_of_breath_frontcuffs ft_out_of_breath_frontcuffs.hkx
b ft_out_of_breath_reg ft_out_of_breath_reg.hkx
b ft_out_of_breath_yoke ft_out_of_breath_yoke.hkx

b ft_struggle_blindfold_1 ft_struggle_blindfold_1.hkx
b ft_struggle_boots_1 ft_struggle_boots_1.hkx
b ft_struggle_gag_1 ft_struggle_gag_1.hkx
b ft_struggle_gloves_1 ft_struggle_gloves_1.hkx
b ft_struggle_head_1 ft_struggle_head_1.hkx

b ft_bdsm_idle_collarme ft_bdsm_idle_collarme.hkx
b ft_bdsm_idle_egyptian ft_bdsm_idle_egyptian.hkx
b ft_bdsm_idle_inspection ft_bdsm_idle_inspection.hkx
b ft_surrender ft_surrender.hkx
b ft_surrender_hobbled ft_surrender_hobbled.hkx

s -a ft_unconcious_falling ft_unconcious_falling.hkx
+ ft_unconcious_idle ft_unconcious_idle.hkx

s -a ft_bleedout_transin_armbinder ft_bleedout_transin_armbinder.hkx
+ ft_bleedout_idle_armbinder ft_bleedout_idle_armbinder.hkx
+ -a ft_bleedout_transout_armbinder ft_bleedout_transout_armbinder.hkx

s -a ft_bleedout_transin_bbyoke ft_bleedout_transin_bbyoke.hkx
+ ft_bleedout_idle_bbyoke ft_bleedout_idle_bbyoke.hkx
+ -a ft_bleedout_transout_bbyoke ft_bleedout_transout_bbyoke.hkx

s -a ft_bleedout_transin_elbowbinder ft_bleedout_transin_elbowbinder.hkx
+ ft_bleedout_idle_elbowbinder ft_bleedout_idle_elbowbinder.hkx
+ -a ft_bleedout_transout_elbowbinder ft_bleedout_transout_elbowbinder.hkx

s -a ft_bleedout_transin_frontcuffs ft_bleedout_transin_frontcuffs.hkx
+ ft_bleedout_idle_frontcuffs ft_bleedout_idle_frontcuffs.hkx
+ -a ft_bleedout_transout_frontcuffs ft_bleedout_transout_frontcuffs.hkx

s -a ft_bleedout_transin_yoke ft_bleedout_transin_yoke.hkx
+ ft_bleedout_idle_yoke ft_bleedout_idle_yoke.hkx
+ -a ft_bleedout_transout_yoke ft_bleedout_transout_yoke.hkx

' Note to self:
' the index of the h2h_locomotionpose animation always has to be 1 higher than the index of its corresponding AA set
