#
# Animations for BarrellObject
#
<anim_combine_v1>
  uid: 101
  
  # Idle animation
  <eng2d_animation>
    <header>
      playmode: loop
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 3 </f>
      <f> fid: 0 delay: 3 </f>
    </body>
  </eng2d_animation>
  
  
  # Walking animation ( rolling )
  <eng2d_animation>
    <header>
      playmode: loop
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 2 </f>
      <f> fid: 1 delay: 2 </f>
      <f> fid: 2 delay: 2 </f>
      <f> fid: 3 delay: 2 </f>
    </body>
  </eng2d_animation>
  
  
  # Strafe animation. NOT IN USE
  <eng2d_animation>
    <header>
      playmode: loop
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 3 </f>
      <f> fid: 0 delay: 3 </f>
    </body>
  </eng2d_animation>


  # Attack animation ( not in use )
  <eng2d_animation>
    <header>
      playmode: loop
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 3 </f>
      <f> fid: 0 delay: 3 </f>
    </body>
  </eng2d_animation>
  
  
  # Attack and move forward. NOT IN USE
  <eng2d_animation>
    <header>
      playmode: loop
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 3 </f>
      <f> fid: 0 delay: 3 </f>
    </body>
  </eng2d_animation>
  
  
  # attack and strafe animation. NOT IN USE
  <eng2d_animation>
    <header>
      playmode: loop
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 3 </f>
      <f> fid: 0 delay: 3 </f>
    </body>
  </eng2d_animation>
  
  
  # Dying animation ( not in use )
  <eng2d_animation>
    <header>
      playmode: once
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 3 </f>
      <f> fid: 0 delay: 3 </f>
    </body>
  </eng2d_animation>
  
  
  # Killed animation ( not in use )
  <eng2d_animation>
    <header>
      playmode: loop
      gfx_uid: 6102
    </header>
    <body>
      <f> fid: 0 delay: 3 </f>
      <f> fid: 0 delay: 3 </f>
    </body>
  </eng2d_animation>

</anim_combine_v1>

