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make S_PLAY_NIGHTS_PULL use A_RollAngle
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@ -822,7 +822,11 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND
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{SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND
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{SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT
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{SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT
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{SPR_PLAY, SPR2_NSTN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_STUN}, // S_PLAY_NIGHTS_STUN
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{SPR_PLAY, SPR2_NSTN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_STUN}, // S_PLAY_NIGHTS_STUN
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#ifndef ROTSPRITE
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{SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
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{SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
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#else
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{SPR_PLAY, SPR2_NPUL, 1, {A_RollAngle}, 30, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
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#endif
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{SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK
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{SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK
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// NiGHTS Player, flying and drilling
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// NiGHTS Player, flying and drilling
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