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Doing stuff for Rob, turns out the anim was designed to go twice as fast. Tally ho!
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@ -161,7 +161,7 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
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{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
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// CA_TWINSPIN
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// CA_TWINSPIN
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{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
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{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
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// SF_SUPERANIMS
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// SF_SUPERANIMS
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{SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND
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{SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND
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