// ----------------------------------
// RSDK Project: Sonic 1/Sonic 2
// Script Description: Goggles Object
// Script Author: Christian Whitehead/Simon Thomley
// Unpacked by Rubberduckycooly's script unpacker
// ----------------------------------

//-------Aliases-------//
private alias 79 : TYPE_GOGGLES


// Static Values

// Tables

private table Goggles_Sonic
	 1,  2,  0,  8, 11, 14, 20, 24, 26,  0
	30, 38, 39,  0,  0, 41, 46, 47, 51, 51
	 0, 53,  0, 55,  0,  0,  0,  0,  0,  0
	 0,  0,  0,  0,  0, 39,  0,  0,  0,  0
	 0,  0,  0, 57, 62, 66,  0,  0,  0,  0
	 70
end table

private table Goggles_Tails
	1,  2,  0,  5,  6,  7, 15, 19, 21,  0
	0, 23, 25,  0,  0, 32, 37, 38, 42, 42
	0,  0,  0, 44, 46, 48, 50, 55,  0,  0
	0,  0,  0,  0,  0, 25,  0,  0,  0,  0
	0,  0,  0, 27, 59, 61
end table

private table Goggles_Knuckles
	 1,  2,  0, 15, 18, 21, 29, 33,  93,  0
	35, 43, 44,  0,  0, 45, 50, 51, 55, 55
	 0, 67,  0, 69,  0,  0,  0,  0, 71, 74
	76, 78, 84,  0,  0, 92,  0,  0,  0,  0
	 0,  0,  0, 87,  0,  95
end table

private table Goggles_Amy
	 1,  2,  0, 11, 14, 17, 23, 27, 29,  0
	33, 41, 43,  0,  0, 45, 50, 51, 55, 55
	 0,  0,  0, 59,  0,  0,  0,  0,  0,  0
	 0,  0,  0,  0,  0, 43,  0,  0,  0,  0
	 0,  0,  0, 61, 66,  0, 99, 70, 72, 73
	 0,  0,  78
end table

event ObjectMain
	if object.state == 0
		switch stage.playerListPos
		case 0
		case 3
			object.value1 = Goggles_Sonic
			break
		case 1
			object.value1 = Goggles_Tails
			break
		case 2
		case 4
			object.value1 = Goggles_Knuckles
			break
		case 5
			object.value1 = Goggles_Amy
			break
		end switch
		object.state++
	end if
end event


event ObjectDraw
	currentPlayer = object.value0
		object.direction = object[currentPlayer].direction
		CheckEqual(object[currentPlayer].animation, ANI_WALKING)
		temp0 = checkResult
		CheckEqual(object[currentPlayer].animation, ANI_RUNNING)
		temp0 |= checkResult
		CheckEqual(object[currentPlayer].animation, ANI_PEELOUT)
		temp0 |= checkResult
		CheckEqual(object[currentPlayer].animation, ANI_HAMMER_JUMP)
		temp0 |= checkResult
		if temp0 == 1
			object.rotation = object[currentPlayer].rotation
			if object.rotation >= 256
				object.rotation += 40
			else
				object.rotation += 16
			end if
			object.rotation &= 448
		else
			object.rotation = 0
		end if
		object.frame = object[currentPlayer].frame
		GetTableValue(temp0, object[currentPlayer].animation, object.value1)
		if temp0 == 0
			object.frame = 0
		else
			object.frame += temp0
			if object.value1 == Goggles_Tails
				if object[currentPlayer].animation == ANI_WAITING
					if object[currentPlayer].frame <= 20
						object.frame = 1
					else
						if object[currentPlayer].frame <= 36
							object.frame = 2
						else
							if object[currentPlayer].frame == 37
								object.frame = 3
							else
								if object[currentPlayer].frame == 48
									object.frame = 3
								else
									object.frame = 4
								end if
							end if
						end if
					end if
				else
					if object[currentPlayer].animation == ANI_FLYINGTIRED
						object.frame = object[currentPlayer].frame
						object.frame /= 6
						object.frame += 48
					end if
				end if
			else
				if object.value1 == Goggles_Knuckles
					if object[currentPlayer].animation == ANI_WAITING
						if object[currentPlayer].frame <= 53
							object.frame = 1
						else
							if object[currentPlayer].frame <= 58
								object.frame = 2
							else
								if object[currentPlayer].frame == 59
									object.frame = 3
								else
									if object[currentPlayer].frame <= 91
										object.frame = object[currentPlayer].frame
										object.frame -= 60
										object.frame &= 3
										object.frame += 4
									else
										object.frame = object[currentPlayer].frame
										object.frame -= 92
										object.frame += 8
									end if
								end if
							end if
						end if
					else
						CheckEqual(object[currentPlayer].animation, ANI_FLAILING1)
						temp0 = checkResult
						CheckEqual(object[currentPlayer].animation, ANI_FLAILING2)
						temp0 |= checkResult
						if temp0 == 1
							if object[currentPlayer].frame < 12
								object.frame = object[currentPlayer].frame
								object.frame >>= 1
								object.frame += 55
							else
								if object[currentPlayer].frame < 27
									object.frame = 61
								else
									if object[currentPlayer].frame < 30
										object.frame = 62
									else
										if object[currentPlayer].frame < 33
											object.frame = 63
										else
											object.frame = object[currentPlayer].frame
											object.frame -= 33
											object.frame >>= 1
											object.frame %= 3
											object.frame += 64
										end if
									end if
								end if
							end if
						else
							if object[currentPlayer].animation == ANI_GLIDING
								if object[currentPlayer].frame == 3
									object.frame--
								end if
							end if
						end if
					end if
				else
					if object.value1 == Goggles_Amy
						if object[currentPlayer].animation == 46
							switch object[currentPlayer].frame
								case 0
								case 1
								case 2
								case 3
								case 4
								case 5
								case 6
								case 7
								case 8
								case 9
								case 10
								case 11
								case 12
								case 13
								case 14
								case 15
								case 16
									object.frame = 80
									break
								case 17
								case 18
								case 19
								case 20
								case 21
									object.frame = 81
									break
								case 22
								case 23
								case 24
								case 25
								case 26
								case 27
									object.frame = 82
									break
								case 28
								case 29
								case 30
								case 31
								case 32
									object.frame = 83
									break
							end switch
						end if
					end if
				end if
			end if
		end if
		if object.value1 == Goggles_Sonic
			if object[0].value15 >= 21
				object.frame = 0
			end if
		end if
		if object[currentPlayer].type != TypeName[Debug Mode]
			DrawSpriteFX(object.frame, FX_ROTATE, object[currentPlayer].xpos, object[currentPlayer].ypos)
		end if
end event


event ObjectStartup
	LoadSpriteSheet("Global/Goggles.gif")
	
	//Blank
	SpriteFrame(0, 0, 1, 1, 1, 1)	//0
	
	switch stage.playerListPos
		case 0
		case 3
			//Sonic Stopped
			SpriteFrame(-4, -12, 12, 9, 118, 71)	//1
			
			//Sonic Waiting
			SpriteFrame(-6, -12, 15, 9, 118, 81)	//2
			SpriteFrame(-7, -11, 15, 9, 118, 81)	//3
			SpriteFrame(-7, -11, 15, 9, 118, 81)	//4
			SpriteFrame(-7, -11, 15, 9, 118, 81)	//5
			SpriteFrame(-7, -11, 15, 9, 118, 81)	//6
			SpriteFrame(-7, -11, 15, 9, 118, 81)	//7
			
			//Sonic Looking Up
			SpriteFrame(-5, -12, 12, 10, 127, 102)	//9
			SpriteFrame(-6, -13, 12, 10, 127, 102)//9
			SpriteFrame(-6, -13, 12, 10, 127, 102)	//10
			
			//Sonic Crouching
			SpriteFrame(-1, -4, 14, 11, 150, 118)	//12
			SpriteFrame(-1, 10, 9, 8, 140, 102)	//12
			SpriteFrame(-1, 10, 9, 8, 140, 102)	//13
			
			//Sonic Walking
			SpriteFrame(0, -11, 12, 9, 118, 71)	//14
			SpriteFrame(0, -12, 12, 9, 118, 71)	//15
			SpriteFrame(0, -11, 12, 9, 118, 71)	//16
			SpriteFrame(3, -11, 8, 9, 118, 102)	//17
			SpriteFrame(3, -12, 8, 9, 118, 102)	//18
			SpriteFrame(3, -11, 8, 9, 118, 102)	//19
			
			//Sonic Running
			SpriteFrame(3, -9, 12, 9, 118, 71)	//20
			SpriteFrame(3, -9, 12, 9, 118, 71)	//21
			SpriteFrame(3, -9, 12, 9, 118, 71)	//22
			SpriteFrame(3, -9, 12, 9, 118, 71)	//23
			
			//Sonic Skidding
			SpriteFrame(-6, -9, 15, 9, 118, 81)	//24
			SpriteFrame(-6, -9, 15, 9, 118, 81)	//25
			

			//Sonic CD peelout
			SpriteFrame(7, -4, 12, 9, 118, 71)	//26
			SpriteFrame(7, -4, 12, 9, 118, 71)	//27
			SpriteFrame(7, -4, 12, 9, 118, 71)	//28
			SpriteFrame(7, -4, 12, 9, 118, 71)	//29 		
			
			//Sonic Jump
			SpriteFrame(0, 0, 1, 1, 1, 1)	//30
			SpriteFrame(3, -7, 8, 9, 118, 102)	//31
			SpriteFrame(0, 0, 1, 1, 1, 1)	//32
			SpriteFrame(-1, 3, 9, 8, 140, 102)	//33
			SpriteFrame(0, 0, 1, 1, 1, 1)	//34
			SpriteFrame(-11, -2, 8, 9, 142, 92)	//35
			SpriteFrame(0, 0, 1, 1, 1, 1)	//36
			SpriteFrame(-8, -11, 9, 8, 118, 123)	//37
			
			//Sonic Bouncing
			SpriteFrame(-2, -19, 12, 10, 127, 102)	//38
			
			//Sonic Waterslide
			SpriteFrame(-10, -4, 15, 9, 118, 81)	//39
			SpriteFrame(-10, -4, 15, 9, 118, 81)	//40
			
			//Sonic Fan Rotate
			SpriteFrame(9, -5, 12, 9, 118, 71)	//41
			SpriteFrame(-8, -4, 16, 8, 118, 113)	//42
			SpriteFrame(-21, -5, 12, 9, 130, 92)	//43
			SpriteFrame(0, 0, 1, 1, 1, 1)	//44
			SpriteFrame(0, 0, 1, 1, 1, 1)	//45
			
			//Sonic Breathing
			SpriteFrame(-4, -18, 12, 10, 127, 102)	//46
			
			//Sonic Pushing
			SpriteFrame(-5, -7, 15, 9, 118, 81)		//47
			SpriteFrame(-5, -8, 15, 9, 118, 81)		//48
			SpriteFrame(-5, -7, 15, 9, 118, 81)		//49
			SpriteFrame(-5, -8, 15, 9, 118, 81)		//50
			
			//Sonic Flailing
			SpriteFrame(-10, -13, 15, 9, 118, 81)	//51
			SpriteFrame(-8, -12, 15, 9, 118, 81)	//52
			
			//Sonic Hanging
			SpriteFrame(-3, -9, 12, 9, 118, 71)		//53
			SpriteFrame(-3, -9, 12, 9, 118, 71)		//54
			
			//Sonic Clinging On
			SpriteFrame(-13, -10, 14, 13, 135, 113)	//55
			SpriteFrame(-12, -10, 14, 13, 135, 113)	//56
						
			//Sonic CD Spring Twirl
			SpriteFrame(-5, -21, 6, 7, 1, 1)	//57
			SpriteFrame(-6, -21, 13, 3, 19, 1)	//58
			SpriteFrame(0, -21, 6, 7, 1, 9)		//59
			SpriteFrame(-4, -21, 10, 4, 8, 6)	//60
			SpriteFrame(-5, -21, 10, 4, 8, 1)	//61
						
			//Sonic S2 peelout 2
			SpriteFrame(12, -7, 12, 9, 118, 71)	//62
			SpriteFrame(12, -7, 12, 9, 118, 71)	//63
			SpriteFrame(12, -7, 12, 9, 118, 71)	//64
			SpriteFrame(12, -7, 12, 9, 118, 71)	//65
			
			//Sonic Mania Peelout
			SpriteFrame(7, -6, 12, 9, 118, 71)	//66
			SpriteFrame(7, -6, 12, 9, 118, 71)	//67
			SpriteFrame(7, -6, 12, 9, 118, 71)	//68
			SpriteFrame(7, -6, 12, 9, 118, 71)	//69
									
			//Sonic S2 peelout 1
			SpriteFrame(8, -7, 12, 9, 118, 71)	//70
			SpriteFrame(8, -7, 12, 9, 118, 71)	//71
			SpriteFrame(8, -7, 12, 9, 118, 71)	//72
			SpriteFrame(8, -7, 12, 9, 118, 71)	//73
		case 1
			//Tails Stopped
			SpriteFrame(-5, -10, 12, 9, 118, 71)	//1
			
			//Tails Waiting
			SpriteFrame(-9, -10, 16, 9, 118, 113)	//2
			SpriteFrame(-9, -11, 16, 9, 118, 113)	//3
			SpriteFrame(-9, -12, 16, 9, 118, 113)	//4
			
			//Tails Up and Down
			SpriteFrame(-5, -12, 12, 9, 118, 71)	//5
			SpriteFrame(0, 1, 12, 9, 118, 71)		//6

			//Tails Walking
			SpriteFrame(1, -10, 8, 9, 118, 102)		//7
			SpriteFrame(1, -12, 8, 9, 118, 102)	//8
			SpriteFrame(0, -13, 8, 9, 118, 102)	//9
			SpriteFrame(1, -10, 8, 9, 118, 102)	//10
			SpriteFrame(1, -10, 8, 9, 118, 102)		//11
			SpriteFrame(1, -12, 8, 9, 118, 102)		//12
			SpriteFrame(0, -14, 8, 9, 118, 102)	//13
			SpriteFrame(1, -10, 8, 9, 118, 102)	//14
			
			//Tails Running
			SpriteFrame(2, -11, 8, 9, 118, 102)	//15
			SpriteFrame(2, -11, 8, 9, 118, 102)	//16
			SpriteFrame(2, -11, 8, 9, 118, 102)	//17
			SpriteFrame(2, -11, 8, 9, 118, 102)	//18	
			
			//Tails Skidding
			SpriteFrame(-2, -11, 12, 9, 118, 71)	//19
			SpriteFrame(-2, -11, 12, 9, 118, 71)	//20
			
			//Tails S2 Max Dash
			SpriteFrame(3, -10, 8, 9, 118, 102)	//21
			SpriteFrame(3, -10, 8, 9, 118, 102)	//22
			
			//Tails Bouncing
			SpriteFrame(-1, -18, 9, 8, 118, 123)	//23
			SpriteFrame(-1, -18, 9, 8, 118, 123)	//24
			
			//Tails Waterslide
			SpriteFrame(-6, -11, 12, 9, 118, 71)	//25
			SpriteFrame(-6, -11, 12, 9, 118, 71)	//26
			
			//Tails CD Spring Twirl
			SpriteFrame(-6, -19, 6, 7, 1, 1)	//27
			SpriteFrame(-6, -16, 13, 3, 19, 1)	//28
			SpriteFrame(1, -19, 6, 7, 1, 9)		//29
			SpriteFrame(-3, -16, 10, 4, 8, 6)	//30
			SpriteFrame(-6, -16, 10, 4, 8, 1)	//31
			
			//Tails Fan Rotate
			SpriteFrame(7, -5, 12, 9, 118, 71)	//32
			SpriteFrame(-8, -5, 16, 8, 118, 113)	//33
			SpriteFrame(-19, -5, 12, 9, 130, 92)	//34
			SpriteFrame(0, 0, 1, 1, 1, 1)	//35
			SpriteFrame(0, 0, 1, 1, 1, 1)	//36
			
			//Tails Breathe
			SpriteFrame(-2, -16, 12, 10, 127, 102)	//37
			
			//Tails Pushing
			SpriteFrame(-2, -8, 15, 9, 118, 81)	//38
			SpriteFrame(-2, -8, 15, 9, 118, 81)	//39
			SpriteFrame(-2, -8, 15, 9, 118, 81)	//40
			SpriteFrame(-2, -8, 15, 9, 118, 81)	//41	
			
			//Tails Flailing
			SpriteFrame(-10, -10, 16, 9, 118, 113)	//42
			SpriteFrame(-10, -10, 16, 9, 118, 113)	//43
			
			//Tails Clinging On
			SpriteFrame(-18, -9, 14, 13, 135, 113)	//44
			SpriteFrame(-19, -9, 14, 13, 135, 113)	//45
			
			//Tails Flying
			SpriteFrame(-1, -5, 12, 9, 118, 71)	//46
			SpriteFrame(-1, -5, 12, 9, 118, 71)	//47
			
			//Tails Flying Tired
			SpriteFrame(-1, -3, 12, 9, 118, 71)	//48
			SpriteFrame(-1, -4, 12, 9, 118, 71)	//49
			
			//Tails Swimming
			SpriteFrame(-2, -5, 12, 9, 118, 71)	//50
			SpriteFrame(-2, -5, 12, 9, 118, 71)	//51
			SpriteFrame(-2, -5, 12, 9, 118, 71)	//52
			SpriteFrame(-2, -5, 12, 9, 118, 71)	//53
			SpriteFrame(-2, -5, 12, 9, 118, 71)	//54
						
			//Tails Swim Tired
			SpriteFrame(-1, -6, 12, 9, 118, 71)	//55
			SpriteFrame(-1, -6, 12, 9, 118, 71)	//56
			SpriteFrame(-1, -6, 12, 9, 118, 71)	//57
			SpriteFrame(-1, -6, 12, 9, 118, 71)	//58
			
			//Tails Mania Max Dash
			SpriteFrame(3, -10, 8, 9, 118, 102)	//59
			SpriteFrame(3, -10, 8, 9, 118, 102)	//60
			
			//Tails Forever Max Dash
			SpriteFrame(4, -9, 8, 9, 118, 102)	//61
			SpriteFrame(4, -9, 8, 9, 118, 102)	//62
			break
		case 2
		case 4
			//Knuckles Stopped
			SpriteFrame(-6, -17, 15, 9, 118, 81)	//100 1
			
			//Knuckles Waiting
			SpriteFrame(-7, -16, 15, 9, 118, 81)	//101 2
			SpriteFrame(-4, -17, 15, 9, 118, 81)	//102 3
			SpriteFrame(-5, -16, 15, 9, 118, 81)	//103 4
			SpriteFrame(-4, -16, 15, 9, 118, 81)	//104 5
			SpriteFrame(-3, -15, 15, 9, 118, 81)	//105 6
			SpriteFrame(-4, -15, 15, 9, 118, 81)	//106 7
			SpriteFrame(-5, -15, 15, 9, 118, 81)	//107 8
			SpriteFrame(-4, -15, 15, 9, 118, 81)	//108 9
			SpriteFrame(-5, -15, 15, 9, 118, 81)	//109 10
			SpriteFrame(-4, -15, 15, 9, 118, 81)	//110 11
			SpriteFrame(7, -15, 8, 9, 118, 102)	//111 12
			SpriteFrame(-5, -16, 15, 9, 118, 81)	//112 13
			SpriteFrame(-4, -17, 15, 9, 118, 81)	//113 14
			
			//Knuckles Looking Up
			SpriteFrame(-6, -17, 15, 9, 118, 81)	//114 15
			SpriteFrame(-6, -19, 12, 10, 127, 102)	//115 16
			SpriteFrame(-7, -20, 12, 10, 127, 102)	//116 17
			
			//Knuckles Crouched
			SpriteFrame(-6, -17, 15, 9, 118, 81)	//117 18
			SpriteFrame(-3, -9, 12, 9, 118, 71)	//118 19
			SpriteFrame(-2, -1, 12, 9, 118, 71)	//119 20
			
			//Knuckles Walking
			SpriteFrame(-1, -11, 12, 9, 118, 71)	//120 21
			SpriteFrame(3, -12, 8, 9, 118, 102)	//121 22
			SpriteFrame(3, -14, 8, 9, 118, 102)	//122 23
			SpriteFrame(0, -12, 12, 9, 118, 71)	//123 24
			SpriteFrame(-3, -12, 12, 9, 118, 71)	//124 25
			SpriteFrame(-4, -13, 15, 9, 118, 81)	//125 26
			SpriteFrame(-4, -14, 15, 9, 118, 81)	//126 27
			SpriteFrame(-2, -13, 12, 9, 118, 71)	//127 28
			
			//Knuckles Running
			SpriteFrame(-1, -12, 12, 9, 118, 71)	//128 29
			SpriteFrame(-1, -12, 12, 9, 118, 71)	//129 30
			SpriteFrame(-1, -12, 12, 9, 118, 71)	//130 31
			SpriteFrame(-1, -12, 12, 9, 118, 71)	//131 32
			
			//Knuckles Skidding
			SpriteFrame(-5, -13, 15, 9, 118, 81)	//132 33
			SpriteFrame(-10, -12, 15, 9, 118, 81)	//133 34
			
			//Knuckles Jumping
			SpriteFrame(0, 0, 1, 1, 1, 1)	//134 35
			SpriteFrame(2, -11, 8, 9, 118, 102)	//135 36
			SpriteFrame(0, 0, 1, 1, 1, 1)	//136 37
			SpriteFrame(2, 1, 9, 8, 140, 102)	//137 38
			SpriteFrame(0, 0, 1, 1, 1, 1)	//138 39
			SpriteFrame(-10, 2, 8, 9, 142, 92)	//139 40
			SpriteFrame(0, 0, 1, 1, 1, 1)	//140 41
			SpriteFrame(-11, -10, 9, 8, 118, 123)	//141 42
			
			//Knuckles Bouncing
			SpriteFrame(-6, -17, 9, 8, 118, 123)	//142 43
			
			//Knuckles Waterslide
			SpriteFrame(-8, -16, 15, 9, 118, 81)	//143 44
			
			//Knuckles Fan Rotate
			SpriteFrame(2, -8, 15, 9, 118, 81)	//145 45
			SpriteFrame(-7, -5, 16, 9, 118, 113)	//146 46
			SpriteFrame(-17, -8, 15, 9, 69, 106)	//147 47
			SpriteFrame(0, 0, 1, 1, 1, 1)	//148	 48
			SpriteFrame(0, 0, 1, 1, 1, 1)	//149 49
			
			//Knuckles Breathing
			SpriteFrame(-3, -17, 15, 9, 118, 81)	//155 50
			
			//Knuckles Pushing
			SpriteFrame(1, -13, 12, 9, 118, 71)	//156 51
			SpriteFrame(-4, -14, 15, 9, 118, 81)	//157 52
			SpriteFrame(1, -13, 12, 9, 118, 71)	//158 53
			SpriteFrame(4, -14, 8, 9, 118, 102)	//159 54
			
			//Knuckles Flailing
			SpriteFrame(1, -10, 12, 9, 118, 71)	//160 55
			SpriteFrame(2, -15, 15, 9, 118, 81)	//161 56
			SpriteFrame(5, -12, 16, 9, 118, 113)	//162 57
			SpriteFrame(3, -26, 14, 13, 135, 113)	//163 58
			SpriteFrame(7, -16, 6, 7, 128, 123)	//164 59
			SpriteFrame(3, -16, 11, 10, 118, 91)	//165 60
			SpriteFrame(-1, -22, 14, 13, 135, 113)	//166 61
			SpriteFrame(4, -20, 14, 13, 135, 113)	//167 62
			SpriteFrame(6, -18, 14, 13, 135, 113)	//168 63
			SpriteFrame(5, -20, 14, 13, 135, 113)	//169 64
			SpriteFrame(3, -21, 14, 13, 135, 113)	//170 65
			SpriteFrame(3, -20, 14, 13, 135, 113)	//171 66
						
			//Knuckles Hanging
			SpriteFrame(-7, -13, 15, 9, 118, 81)	//222 67
			SpriteFrame(-7, -14, 15, 9, 118, 81)	//223 68

			//Knuckles Clinging On
			SpriteFrame(-16, -4, 11, 10, 118, 91)	//172 69
			SpriteFrame(-15, -3, 11, 10, 118, 91)	//173 70
			
			//Knuckles Gliding
			SpriteFrame(-7, -5, 16, 9, 118, 113)	//174 71
			SpriteFrame(-2, -7, 15, 9, 118, 81)	//175 72
			SpriteFrame(2, -8, 12, 9, 118, 71)	//176 73
			
			//Knuckles Gliding Drop
			SpriteFrame(2, -13, 12, 9, 118, 71)	//177 74
			SpriteFrame(1, -16, 12, 9, 118, 71)	//178 75
			
			//Knuckles Gliding Stop
			SpriteFrame(3, -3, 12, 9, 118, 71)	//179 76
			SpriteFrame(-4, -6, 15, 9, 118, 81)	//180 77
			
			//Knuckles Climbing
			SpriteFrame(-12, -15, 10, 10, 127, 102)	//181 78
			SpriteFrame(-13, -15, 10, 10, 127, 102)	//182 79
			SpriteFrame(-12, -16, 10, 10, 127, 102)	//183 80
			SpriteFrame(-12, -15, 10, 10, 127, 102)	//184 81
			SpriteFrame(-13, -15, 10, 10, 127, 102)	//185 82
			SpriteFrame(-12, -16, 10, 10, 127, 102)	//186 83
			
			//Knuckles Ledge Pull Up
			SpriteFrame(-4, -20, 8, 9, 118, 102)	//187 84
			SpriteFrame(-3, -21, 8, 9, 118, 102)	//188 85
			SpriteFrame(-8, -23, 15, 9, 118, 81)	//189 86
						
			//Knuckles CD Spring Twirl
			SpriteFrame(-5, -18, 6, 7, 1, 1)	//234 87
			SpriteFrame(0, 0, 1, 1, 1, 1)		//235 88
			SpriteFrame(2, -18, 6, 7, 1, 9)		//236 89
			SpriteFrame(1, -18, 6, 7, 1, 1)		//237 90
			SpriteFrame(-2, -18, 6, 7, 1, 9)	//238 91
			
			SpriteFrame(-6, -10, 15, 9, 118, 81)	//92	
						
			//Knuckles Chaotix Max Dash
			SpriteFrame(3, -6, 12, 9, 118, 71)	//128 93
			SpriteFrame(3, -6, 12, 9, 118, 71)	//129 94
			
			//Knuckles Mania Max Dash
			SpriteFrame(1, -10, 12, 9, 118, 71)	//130 95
			SpriteFrame(1, -10, 12, 9, 118, 71)	//131 96
			SpriteFrame(1, -10, 12, 9, 118, 71)	//130 97
			SpriteFrame(1, -10, 12, 9, 118, 71)	//131 98
			break
		case 5
			//Amy Stopped
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//1

			//Amy Waiting
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//2
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//3
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//4
			SpriteFrame(-4, -10, 12, 9, 118, 71)//5
			SpriteFrame(-4, -10, 12, 9, 118, 71)//6
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//7
			SpriteFrame(-5, -9, 12, 9, 118, 71)	//8
			SpriteFrame(-5, -9, 12, 9, 118, 71)	//9
			SpriteFrame(-5, -9, 12, 9, 118, 71)	//10

			//Amy Looking Up
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//11
			SpriteFrame(-4, -11, 12, 10, 127, 102)	//12
			SpriteFrame(-5, -11, 12, 10, 127, 102)	//13
			
			//Amy Crouching
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//14
			SpriteFrame(-1, -5, 12, 9, 118, 71)	//15
			SpriteFrame(-1, -2, 12, 9, 118, 71)	//16
			
			//Amy Walking
			SpriteFrame(-4, -7, 12, 9, 118, 71)	//17
			SpriteFrame(-4, -9, 12, 9, 118, 71)	//18
			SpriteFrame(-4, -8, 12, 9, 118, 71)	//19
			SpriteFrame(-3, -7, 12, 9, 118, 71)	//20
			SpriteFrame(-3, -9, 12, 9, 118, 71)	//21
			SpriteFrame(-3, -8, 12, 9, 118, 71)	//22
			
			//Amy Running
			SpriteFrame(-4, -6, 12, 9, 118, 71)	//23
			SpriteFrame(-4, -6, 12, 9, 118, 71)	//24
			SpriteFrame(-4, -6, 12, 9, 118, 71)	//25
			SpriteFrame(-4, -6, 12, 9, 118, 71)	//26
			
			//Amy Skidding
			SpriteFrame(-11, -6, 15, 9, 118, 81)	//27
			SpriteFrame(-11, -6, 15, 9, 118, 81)	//28			

			//Amy Absolute Dash
			SpriteFrame(-3, -9, 12, 10, 127, 102)	//29
			SpriteFrame(-3, -9, 12, 10, 127, 102)	//30
			SpriteFrame(-3, -9, 12, 10, 127, 102)	//31
			SpriteFrame(-3, -9, 12, 10, 127, 102)	//32 		
			
			//Amy Jump
			SpriteFrame(0, 0, 1, 1, 1, 1)	//33
			SpriteFrame(-1, -7, 8, 9, 118, 102)	//34
			SpriteFrame(0, 0, 1, 1, 1, 1)	//35
			SpriteFrame(-1, 3, 9, 8, 140, 102)	//36
			SpriteFrame(0, 0, 1, 1, 1, 1)	//37
			SpriteFrame(-8, -1, 8, 9, 142, 92)	//38
			SpriteFrame(0, 0, 1, 1, 1, 1)	//39
			SpriteFrame(-7, -10, 9, 8, 118, 123)	//40
			
			//Amy Bouncing
			SpriteFrame(-2, -15, 12, 10, 127, 102)	//41
			SpriteFrame(-2, -15, 12, 10, 127, 102)	//42
			
			//Sonic Waterslide
			SpriteFrame(-6, -6, 12, 10, 127, 102)	//43
			SpriteFrame(-6, -6, 12, 10, 127, 102)	//44
			
			//Amy Fan Rotate
			SpriteFrame(8, -3, 12, 9, 118, 71)	//45
			SpriteFrame(-8, -4, 16, 8, 118, 113)	//46
			SpriteFrame(-20, -3, 12, 9, 130, 92)	//47
			SpriteFrame(0, 0, 1, 1, 1, 1)	//48
			SpriteFrame(0, 0, 1, 1, 1, 1)	//49
			
			//Amy Breathing
			SpriteFrame(-4, -14, 15, 9, 118, 81)	//50
			
			//Amy Pushing
			SpriteFrame(-2, -6, 12, 9, 118, 71)	//51
			SpriteFrame(-2, -7, 12, 9, 118, 71)	//52
			SpriteFrame(-2, -6, 12, 9, 118, 71)	//53
			SpriteFrame(-2, -7, 12, 9, 118, 71)	//54
			
			//Amy Flailing
			SpriteFrame(-6, -8, 11, 9, 118, 81)	//55
			SpriteFrame(-4, -7, 11, 9, 118, 81)	//56
			
			//Sonic Hanging
			SpriteFrame(-3, -9, 12, 9, 118, 71)		//57
			SpriteFrame(-3, -9, 12, 9, 118, 71)		//58
			
			//Amy Clinging On
			SpriteFrame(-13, -8, 14, 13, 135, 113)	//59
			SpriteFrame(-13, -8, 14, 13, 135, 113)	//60
						
			//Amy CD Spring Twirl
			SpriteFrame(-5, -16, 6, 7, 1, 1)	//61
			SpriteFrame(-6, -16, 13, 3, 19, 1)	//62
			SpriteFrame(0, -16, 6, 7, 1, 9)		//63
			SpriteFrame(-4, -16, 10, 4, 8, 6)	//64
			SpriteFrame(-5, -16, 10, 4, 8, 1)	//65
								
			//Amy Forever Dash
			SpriteFrame(-3, -7, 12, 9, 118, 71)	//66
			SpriteFrame(-3, -7, 12, 9, 118, 71)	//67
			SpriteFrame(-3, -7, 12, 9, 118, 71)	//68
			SpriteFrame(-3, -7, 12, 9, 118, 71)	//69
			
			//Amy Falling
			SpriteFrame(-3, -10, 11, 9, 118, 81)	//70
			SpriteFrame(-3, -10, 11, 9, 118, 81)	//71
			
			//Amy Hammer Jump
			SpriteFrame(-3, -5, 11, 9, 118, 81)	//72
			
			//Amy Hammer Spin
			SpriteFrame(-10, -9, 12, 9, 118, 71)//73
			SpriteFrame(-9, -9, 16, 9, 118, 113)//74
			SpriteFrame(-4, -9, 12, 9, 130, 92)	//75
			SpriteFrame(0, 0, 1, 1, 1, 1)	//76
			SpriteFrame(0, 0, 1, 1, 1, 1)	//77
			
			//Amy Fall 2			
			SpriteFrame(-5, -6, 12, 9, 118, 71)//78
			SpriteFrame(-5, -6, 12, 9, 118, 71)//79
			
			//Amy outta Here
			SpriteFrame(-6, -8, 15, 9, 118, 81) //80
			SpriteFrame(-6, -6, 15, 9, 118, 81) //81
			SpriteFrame(-4, -6, 15, 9, 118, 81) //82
			SpriteFrame(-5, -7, 15, 9, 118, 81) //83
			break
	end switch
	
	foreach (TypeName[Goggles], arrayPos0, ALL_ENTITIES)
		arrayPos1 = playerCount
		currentPlayer = 0
		ResetObjectEntity(arrayPos1, TypeName[Goggles], 0, 0, 0)
		object[arrayPos1].priority = PRIORITY_ACTIVE
		object[arrayPos1].value0 = 0
		object[arrayPos1].drawOrder = -1
		ResetObjectEntity(arrayPos0, TypeName[Blank Object], 0, 0, 0)
	next
	goggleType = TypeName[Goggles]
end event

event RSDKDraw
	DrawSprite(0)
end event

event RSDKLoad
	LoadSpriteSheet("Global/Display.gif")
	SpriteFrame(-16, -16, 32, 32, 1, 143)
end event
