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				}
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				value = 
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			},
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					m_bResetAdditive = true
					m_bApplyChannelsSeparately = true
					m_bModelSpace = false
				}
			},
			{
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					m_id = 1176432092
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				value = 
				{
					_class = "CBlendAnimNode"
					m_sName = "1D Blend - Duck height corrective"
					m_vecPosition = [ 0.0, 224.0 ]
					m_nNodeID = 
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					}
					m_sNote = ""
					m_children = 
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								m_outputID = 
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					m_bLockWhenWaning = false
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						m_speedFunction = "Spring"
						m_fSpeedScale = 25.0
						m_fMinSpeed = 0.0
						m_fMaxTension = 1000.0
						m_fTension = 70.0
						m_fDamping = 6.0
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				}
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					m_id = 1213698709
				}
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					m_nNodeID = 
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						m_id = 1213698709
					}
					m_sNote = ""
					m_commentText = "The scaling of IK target distances is done linearly with height... but it probably shouldn\'t be. Should figure out what the scaling is according to leg length + pelvis offset instead, because right now it will break past 1.5 (which isn\'t that big of a deal; it\'s outside my \"supported range\", but it\'d still be nice to look at improving that regardless)"
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					m_color = [ 255, 0, 0, 255 ]
				}
			},
			{
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				value = 
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					_class = "CBlendAnimNode"
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						m_id = 1253649151
					}
					m_sNote = ""
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								}
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							m_blendValue = 0.0
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							}
							m_name = "Taller (x2.0)"
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					]
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					m_param = 
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					}
					m_blendKeyType = "BlendKey_UserValue"
					m_bLockBlendOnReset = false
					m_bSyncCycles = true
					m_bLoop = true
					m_bLockWhenWaning = true
					m_damping = 
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						_class = "CAnimInputDamping"
						m_speedFunction = "Spring"
						m_fSpeedScale = 50.0
						m_fMinSpeed = 0.0
						m_fMaxTension = 1000.0
						m_fTension = 70.0
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				}
			},
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					m_id = 1310748415
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				value = 
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					m_nNodeID = 
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			},
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				value = 
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					m_bResetBase = true
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					m_bModelSpace = false
				}
			},
			{
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					m_nNodeID = 
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				}
			},
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					m_bResetAdditive = true
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			},
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				value = 
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				value = 
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					_class = "CBoneMaskAnimNode"
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					m_nNodeID = 
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					}
					m_sNote = ""
					m_weightListName = "Only_Foot_IK"
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							m_id = 794788977
						}
						m_outputID = 
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							m_id = 2082029739
						}
						m_outputID = 
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					m_blendSpace = "BlendSpace_Model_TranslationOnly"
					m_bUseBlendScale = false
					m_blendValueSource = "Parameter"
					m_blendParameter = 
					{
						m_id = 4294967295
					}
					m_timingBehavior = "UseChild1"
					m_flTimingBlend = 0.5
					m_flRootMotionBlend = 0.0
					m_footMotionTiming = "Child1"
					m_bResetChild1 = true
					m_bResetChild2 = true
				}
			},
			{
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					m_id = 1957221979
				}
				value = 
				{
					_class = "CSingleFrameAnimNode"
					m_sName = "Unnamed"
					m_vecPosition = [ 608.0, 128.0 ]
					m_nNodeID = 
					{
						m_id = 1957221979
					}
					m_sNote = ""
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				}
			},
			{
				key = 
				{
					m_id = 1977465517
				}
				value = 
				{
					_class = "CSingleFrameAnimNode"
					m_sName = "Unnamed"
					m_vecPosition = [ -2032.0, -224.0 ]
					m_nNodeID = 
					{
						m_id = 1977465517
					}
					m_sNote = ""
					m_sequenceName = "Scale_Half_delta"
					m_nFrameIndex = 0
					m_tagSpans = [  ]
				}
			},
			{
				key = 
				{
					m_id = 2024022203
				}
				value = 
				{
					_class = "CCommentAnimNode"
					m_sName = "Correct the height of the pelvis when ducking"
					m_vecPosition = [ -1120.0, -544.0 ]
					m_nNodeID = 
					{
						m_id = 2024022203
					}
					m_sNote = ""
					m_commentText = "This is a bit of a crude way to do things but I think it\'s the one that\'s the least likely to cause problems in the long run. This is doing two things: if your height is shorter, you need to crouch less (by raising the pelvis further), and if your height is taller, you need to crouch more (by lowering the pelvis further)."
					m_size = [ 1008.0, 128.0 ]
					m_color = [ 38, 42, 47, 255 ]
				}
			},
			{
				key = 
				{
					m_id = 2082029739
				}
				value = 
				{
					_class = "CBlendAnimNode"
					m_sName = "scale_height (scale foot IK pos.)"
					m_vecPosition = [ 1440.0, -160.0 ]
					m_nNodeID = 
					{
						m_id = 2082029739
					}
					m_sNote = "The stride scaling doesn\'t match up exactly because the height change doesn\'t scale 1:1 with the length of the strides that can be achieved while avoiding IK pops. In lieu of being able define anything else than 3 points in a linear fashion, I have to bias it this way..."
					m_children = 
					[
						{
							m_inputConnection = 
							{
								m_nodeID = 
								{
									m_id = 1724427881
								}
								m_outputID = 
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							m_blendValue = -1.0
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						{
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							{
								m_nodeID = 
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								m_outputID = 
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							}
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					]
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					m_param = 
					{
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					}
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					m_bLockBlendOnReset = false
					m_bSyncCycles = false
					m_bLoop = false
					m_bLockWhenWaning = true
					m_damping = 
					{
						_class = "CAnimInputDamping"
						m_speedFunction = "Spring"
						m_fSpeedScale = 50.0
						m_fMinSpeed = 0.0
						m_fMaxTension = 1000.0
						m_fTension = 70.0
						m_fDamping = 6.0
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				}
			},
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				}
				value = 
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					_class = "CStateMachineAnimNode"
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					m_nNodeID = 
					{
						m_id = 2108229436
					}
					m_sNote = "Don\'t apply the duck height corrective if we\'re in a special_movement_state, because none of them support ducking. I will come back and regret putting this here if one eventually does.\n\nNormally gameplay code shouldn\'t even allow you to duck in those states, but you never know. So I guess this is a safety feature"
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							_class = "CAnimState"
							m_transitions = 
							[
								{
									_class = "CAnimStateTransition"
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									[
										{
											_class = "CParameterAnimCondition"
											m_comparisonOp = 0
											m_paramID = 
											{
												m_id = 1043732780
											}
											m_comparisonValue = 
											{
												m_nType = 2
												m_data = 0
											}
										},
									]
									m_blendDuration = 0.3
									m_destState = 
									{
										m_id = 1522606968
									}
									m_bReset = false
									m_resetCycleOption = "Beginning"
									m_flFixedCycleValue = 0.0
									m_bBlendCycle = false
									m_blendCurve = 
									{
										m_vControlPoint1 = [ 0.393333, 0.0 ]
										m_vControlPoint2 = [ 0.26, 0.993333 ]
									}
									m_bForceFootPlant = false
									m_bDisabled = false
									m_bRandomTimeBetween = false
									m_flRandomTimeStart = 0.0
									m_flRandomTimeEnd = 0.0
								},
							]
							m_tags = [  ]
							m_tagBehaviors = [  ]
							m_name = "In a sp. mov. state"
							m_inputConnection = 
							{
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								{
									m_id = 475317107
								}
								m_outputID = 
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							}
							m_stateID = 
							{
								m_id = 1905685177
							}
							m_position = [ 112.0, 16.0 ]
							m_bIsStartState = false
							m_bIsEndtState = false
							m_bIsPassthrough = false
							m_bIsRootMotionExclusive = false
							m_bAlwaysEvaluate = false
						},
						{
							_class = "CAnimState"
							m_transitions = 
							[
								{
									_class = "CAnimStateTransition"
									m_conditions = 
									[
										{
											_class = "CParameterAnimCondition"
											m_comparisonOp = 1
											m_paramID = 
											{
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											}
											m_comparisonValue = 
											{
												m_nType = 2
												m_data = 0
											}
										},
									]
									m_blendDuration = 0.3
									m_destState = 
									{
										m_id = 1905685177
									}
									m_bReset = false
									m_resetCycleOption = "Beginning"
									m_flFixedCycleValue = 0.0
									m_bBlendCycle = false
									m_blendCurve = 
									{
										m_vControlPoint1 = [ 0.34, 0.0 ]
										m_vControlPoint2 = [ 0.193333, 1.0 ]
									}
									m_bForceFootPlant = false
									m_bDisabled = false
									m_bRandomTimeBetween = false
									m_flRandomTimeStart = 0.0
									m_flRandomTimeEnd = 0.0
								},
							]
							m_tags = [  ]
							m_tagBehaviors = [  ]
							m_name = "Normal movement"
							m_inputConnection = 
							{
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								{
									m_id = 1176432092
								}
								m_outputID = 
								{
									m_id = 4294967295
								}
							}
							m_stateID = 
							{
								m_id = 1522606968
							}
							m_position = [ -144.0, 16.0 ]
							m_bIsStartState = true
							m_bIsEndtState = false
							m_bIsPassthrough = false
							m_bIsRootMotionExclusive = false
							m_bAlwaysEvaluate = false
						},
					]
					m_bBlockWaningTags = false
					m_bLockStateWhenWaning = false
				}
			},
		]
	}
	m_localParameters = 
	[
		{
			_class = "CFloatAnimParameter"
			m_name = "duck"
			m_id = 
			{
				m_id = 1596905024
			}
			m_previewButton = "ANIMPARAM_BUTTON_NONE"
			m_bUseMostRecentValue = false
			m_bAutoReset = false
			m_fDefaultValue = 0.0
			m_fMinValue = 0.0
			m_fMaxValue = 2.0
		},
		{
			_class = "CFloatAnimParameter"
			m_name = "scale_height"
			m_id = 
			{
				m_id = 1570594852
			}
			m_previewButton = "ANIMPARAM_BUTTON_NONE"
			m_bUseMostRecentValue = false
			m_bAutoReset = false
			m_fDefaultValue = 1.0
			m_fMinValue = 0.5
			m_fMaxValue = 2.0
		},
		{
			_class = "CFloatAnimParameter"
			m_name = "scale_heel"
			m_id = 
			{
				m_id = 211489935
			}
			m_previewButton = "ANIMPARAM_BUTTON_NONE"
			m_bUseMostRecentValue = false
			m_bAutoReset = false
			m_fDefaultValue = 0.0
			m_fMinValue = -1.0
			m_fMaxValue = 1.0
		},
	]
	m_localTags = [  ]
}