From b88864c666646707c5d526cf7094c4fe4b4a93b4 Mon Sep 17 00:00:00 2001
From: Yukita Mayako <catgirl@goddess.moe>
Date: Fri, 29 May 2015 01:51:15 -0400
Subject: [PATCH] Add player JUMP animation

Since PA_JUMP is used to determine when
springing upwards now and the nextstate
isn't used for falling, the jump state
can now be properly animated. :)
---
 src/info.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/info.c b/src/info.c
index 137eabb08..65c2ed74e 100644
--- a/src/info.c
+++ b/src/info.c
@@ -131,7 +131,7 @@ state_t states[NUMSTATES] =
 	{SPR_PLAY, SPR2_DRWN,   4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN
 	{SPR_PLAY, SPR2_SPIN,   1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
 	{SPR_PLAY, SPR2_GASP,  14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP
-	{SPR_PLAY, SPR2_JUMP,  -1, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_JUMP
+	{SPR_PLAY, SPR2_JUMP,   2, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
 	{SPR_PLAY, SPR2_FALL,   2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
 	{SPR_PLAY, SPR2_EDGE,  12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE
 	{SPR_PLAY, SPR2_RIDE,   4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
@@ -154,7 +154,7 @@ state_t states[NUMSTATES] =
 	{SPR_PLAY, SPR2_SDRN,   4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN
 	{SPR_PLAY, SPR2_SSPN,   1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
 	{SPR_PLAY, SPR2_SGSP,  14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
-	{SPR_PLAY, SPR2_SJMP,  -1, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_JUMP
+	{SPR_PLAY, SPR2_SJMP,   2, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
 	{SPR_PLAY, SPR2_SFAL,   2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
 	{SPR_PLAY, SPR2_SEDG,  12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE
 	{SPR_PLAY, SPR2_SRID,   4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE