State S_PLAY_FACEPLANT
SpriteName = SPR_PLAY
SpriteFrame = SPR2_OOF_|A
Duration = 80
Next = S_PLAY_FACEPLANT
#

State S_PLAY_TRICKUP
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRKU|FF_ANIMATE
Duration = 100
var1 = 2
var2 = 2
Next = S_PLAY_TRICKUP
#

State S_PLAY_TRICKDOWN
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRKD|FF_ANIMATE
Duration = 100
var1 = 2
var2 = 2
Next = S_PLAY_TRICKDOWN
#

State S_PLAY_AMYFALL
SpriteName = SPR_PLAY
SpriteFrame = SPR2_AMFL|FF_ANIMATE
Duration = 80
var1 = 5
var2 = 1
Next = S_PLAY_FALL
#

State S_PLAY_METALDASH
SpriteName = SPR_PLAY
SpriteFrame = SPR2_LAND|A
Duration = 1
Next = S_PLAY_METALDASH

#
State S_PLAY_AIRSHOOT
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FAIR|A
Duration = 4
Next = S_PLAY_AIRSHOOT_FINISH

#
State S_PLAY_AIRSHOOT_FINISH
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FAIR|A
Duration = 14
Next = S_PLAY_FALL

#
####### hypar tranferm

State S_PLAY_HYPERTRNS_1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRNS|A
Duration = 14
Next = S_PLAY_HYPERTRNS_2

#
State S_PLAY_HYPERTRNS_2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRNS|A
Duration = 3
Next = S_PLAY_HYPERTRNS_3

#
State S_PLAY_HYPERTRNS_3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRNS|A
Duration = 2
Next = S_PLAY_HYPERTRNS_4

#
State S_PLAY_HYPERTRNS_4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRNS|A
Duration = 2
Next = S_PLAY_HYPERTRNS_5

#
State S_PLAY_HYPERTRNS_5
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRNS|A
Duration = 2
Next = S_PLAY_HYPERTRNS_6

#
State S_PLAY_HYPERTRNS_6
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TRNS|A
Duration = 30
Next = S_PLAY_FALL

#