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struct ANIM_STATE
{
ANIM_KEYFRAME body;
ANIM_KEYFRAME back_foot;
ANIM_KEYFRAME front_foot;
ANIM_KEYFRAME attach;
};
void anim_seq_eval(ANIM_SEQUENCE *seq, float time, ANIM_KEYFRAME *frame);
void anim_eval(ANIMATION *anim, float time, ANIM_STATE *state);
void anim_add_keyframe(ANIM_KEYFRAME *seq, ANIM_KEYFRAME *added, float amount);
void anim_add(ANIM_STATE *state, ANIM_STATE *added, float amount);
void anim_eval_add(ANIM_STATE *state, ANIMATION *anim, float time, float amount);
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