Upgrade Atreus and Olympian c. TheBeaver99; Misc other tweaks

This commit is contained in:
Pr0nogo 2026-10-26 14:50:11 -04:00
parent c6520e114c
commit d2eb0f01ec
30 changed files with 773 additions and 100 deletions

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@ -2534,7 +2534,7 @@ Scepter Laser Impact
Burst Lasers Yellow Small
Burst Lasers Impact Yellow
Burst Lasers Yellow
Extended Image #1534
Olympian Remains
Extended Image #1535
Extended Image #1536
Extended Image #1537

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@ -4677,9 +4677,9 @@ Manifold Order Passive 02
Manifold Order Passive 03
Manifold Under Attack 01
Manifold Under Attack 02
Extended Sound #1
Extended Sound #1
Extended Sound #1
Magnetar Weaponhit 01
Magnetar Weaponhit 02
Magnetar Weaponhit 03
Extended Sound #1
Extended Sound #1
Extended Sound #1

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@ -4676,4 +4676,7 @@ cm\p\manifold\yes-01.wav
cm\p\manifold\yes-02.wav
cm\p\manifold\yes-03.wav
cm\p\manifold\hlp-01.wav
cm\p\manifold\hlp-02.wav
cm\p\manifold\hlp-02.wav
cm\t\magnetar\wh-01.wav
cm\t\magnetar\wh-02.wav
cm\t\magnetar\wh-03.wav

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@ -1222,7 +1222,7 @@ Scepter Laser
Burst Lasers Yellow Small
Burst Lasers Impact Yellow
Burst Lasers Yellow
Extended Sprite #708
Olympian Remains
Extended Sprite #709
Extended Sprite #710
Extended Sprite #711

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@ -7629,17 +7629,17 @@ IsId 492
Type 21
Init AtreusInit
Death AtreusDeath
GndAttkInit AtreusGndAttkInit
AirAttkInit AtreusGndAttkInit
Unused1 SkryrokorLocal00
GndAttkRpt AtreusGndAttkInit
AirAttkRpt AtreusGndAttkInit
GndAttkInit AtreusAttackInit
AirAttkInit AtreusAttackInit
Unused1 AtreusRevive
GndAttkRpt AtreusAttackLoop
AirAttkRpt AtreusAttackLoop
CastSpell [NONE]
GndAttkToIdle AtreusGndAttkToIdle
AirAttkToIdle AtreusGndAttkToIdle
GndAttkToIdle AtreusAttackToIdle
AirAttkToIdle AtreusAttackToIdle
Unused2 [NONE]
Walking AtreusWalking
WalkingToIdle AtreusGndAttkToIdle
WalkingToIdle AtreusIdleInit
SpecialState1 [NONE]
SpecialState2 [NONE]
AlmostBuilt [NONE]
@ -7653,46 +7653,132 @@ WarpIn AtreusWarpIn
# ----------------------------------------------------------------------------- #
AtreusInit:
imgul 1173 0 0 # Atreus Shadow (cm\protoss\atreus-shad.grp)
goto AtreusGndAttkToIdle
AtreusGndAttkToIdle:
imgul 1173 0 0 # Atreus Shadow (cm\protoss\atreus-shadow.grp)
AtreusIdleInit:
playfram 0x00
goto SkryrokorLocal00
wait 2
AtreusIdleLoop:
playfram 0x20
wait 2
playfram 0x40
wait 2
playfram 0x60
wait 2
playfram 0x80
wait 2
playfram 0xA0
wait 2
playfram 0xC0
wait 2
playfram 0xE0
wait 2
playfram 0x100
wait 2
playfram 0x00
wait 2
goto AtreusIdleLoop
AtreusDeath:
playsnd 533 # Protoss\Scout\PScDth00.WAV
imgol 213 0 0 # Explosion1 (Small) (thingy\tBangS.grp)
wait 2
lowsprul 846 0 7 # Protoss Unit Rubble Medium
playsnd 493 # Protoss\DRAGOON\PDrDth00.WAV
playsnd 1335 # Hierophant death 01
imgol 1774 0 0 # Dracadin death explosion (cm\protoss\dracadin-explosion.grp)
setfldirect 0
playfram 0x400
wait 1
playfram 0x401
wait 1
playfram 0x402
wait 1
playfram 0x403
wait 1
playfram 0x404
wait 1
playfram 0x405
wait 2
playfram 0x406
wait 2
lowsprul 1170 0 0 # Atreus Remains (cm\p\atreus-remains.grp)
wait 1
end
AtreusGndAttkInit:
AtreusRevive:
wait 1
nobrkcodestart
playsnd 1902 # Dracadin revive 01
playsnd 1704 # Hierophant Revive 01
setfldirect 0
playfram 0x405
wait 1
playfram 0x404
wait 1
playfram 0x403
wait 1
playfram 0x402
wait 1
playfram 0x401
wait 1
playfram 0x400
wait 1
setfldirect 12
nobrkcodeend
goto AtreusIdleInit
AtreusAttackInit:
playfram 0x240
wait 1
playfram 0x260
#playfram 0x260
#wait 1
playfram 0x280
wait 1
AtreusGndAttkRpt:
#playfram 0x2A0
#wait 1
playfram 0x2C0
wait 1
playfram 0x2E0
AtreusAttackLoop:
nobrkcodestart
wait 1
playfram 0x2A0
playfram 0x300
playsndbtwn 1788 1790 # Atreus weapon fire 01, 02, 03
attackwith 1
wait 1
playfram 0x320
wait 1
playfram 0x340
wait 1
playfram 0x360
wait 1
playfram 0x380
wait 1
playfram 0x3A0
wait 1
playfram 0x3C0
wait 1
playfram 0x2E0
wait 1
nobrkcodeend
gotorepeatattk
ignorerest
goto AtreusAttackToIdle
AtreusAttackToIdle:
playfram 0x2E0
wait 1
playfram 0x2C0
wait 1
playfram 0x2A0
wait 1
playfram 0x280
wait 1
playfram 0x260
wait 1
playfram 0x240
wait 1
nobrkcodeend
gotorepeatattk
ignorerest
goto AtreusGndAttkToIdle
goto AtreusIdleInit
AtreusWalking:
move 6
move 6
wait 1
playfram 0x120
move 6
@ -7716,16 +7802,11 @@ AtreusWalking:
move 6
wait 1
playfram 0x200
move 6
wait 1
playfram 0x220
move 6
wait 1
goto AtreusWalking
AtreusWarpIn:
imgol 2124 0 0 # Atreus Warp Flash (cm\protoss\atreus.grp)
goto AtreusGndAttkToIdle
goto AtreusIdleInit
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:

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@ -12919,41 +12919,403 @@ SeekerSporesBounceGndAttkInit:
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 1398 Olympian (cm\terran\olympian.grp)
# 1398 Olympian (cm\t\olympian.grp)
.headerstart
IsId 603
Type 13
Init OlympianInit
Death OlympianDeath
GndAttkInit OlympianGndAttkInit
AirAttkInit OlympianGndAttkInit
GndAttkInit OlympianAttackInit
AirAttkInit OlympianAttackInit
Unused1 OlympianRevive
GndAttkRpt OlympianGndAttkRpt
AirAttkRpt OlympianGndAttkRpt
GndAttkRpt OlympianAttackGunLoop
AirAttkRpt OlympianAttackGunLoop
CastSpell [NONE]
GndAttkToIdle OlympianGndAttkToIdle
AirAttkToIdle OlympianGndAttkToIdle
GndAttkToIdle OlympianAttackGunToIdleRifle
AirAttkToIdle OlympianAttackGunToIdleRifle
Unused2 [NONE]
Walking OlympianWalking
Walking OlympianWalkingInit
WalkingToIdle OlympianWalkingToIdle
SpecialState1 OlympianSpecialState1
SpecialState1 OlympianAttackFistsInit
.headerend
# ----------------------------------------------------------------------------- #
OlympianInit:
imgul 1399 0 2 # Olympian Shadow (cm\terran\olympian-shad.grp)
OlympianWalkingToIdle:
imgul 1399 0 2 # Olympian Shadow (cm\t\olympian-shad.grp)
randcondjmp 245 OlympianIdleRifleInit
goto OlympianIdleFistsInit
# --- Idle Rifle --- #
OlympianIdleRifleInit:
playfram 0x00
goto SkryrokorLocal00
OlympianIdleRifleLoop:
wait 79
randcondjmp 8 OlympianIdleRifleToShoulderInit
randcondjmp 20 OlympianIdleRifleToAiming
randcondjmp 50 OlympianIdleRifle01
goto OlympianIdleRifleLoop
OlympianIdleRifle01:
playfram 0x120
wait 1
playfram 0x140
wait 1
turnrand 2
wait 1
playfram 0x120
wait 1
goto OlympianIdleRifleInit
OlympianIdleRifleToAiming:
playfram 0x00
wait 1
playfram 0x600
wait 1
playfram 0x620
wait 1
playfram 0x640
wait 1
goto OlympianIdleAimingInit
# --- Idle Aiming --- #
OlympianIdleAimingInit:
sigorder 64 # Marks the unit as Aiming
playfram 0x6C0
randcondjmp 192 OlympianIdleAiming01
goto OlympianIdleAiming02
OlympianIdleAiming01:
wait 12
goto OlympianIdleAimingEnd
OlympianIdleAiming02:
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
wait 12
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
wait 12
turncwise 2
wait 3
turncwise 2
wait 3
wait 12
goto OlympianIdleAimingEnd
OlympianIdleAimingEnd:
wait 6
orderdone 64 # Clears the units Aiming Status
randcondjmp 224 OlympianIdleAimingToRifle
goto OlympianIdleAimingToShoulder
OlympianIdleAimingToRifle:
playfram 0x640
wait 1
playfram 0x620
wait 1
playfram 0x600
wait 1
playfram 0x00
wait 1
goto OlympianIdleRifleInit
OlympianIdleAimingToShoulder:
playfram 0x6C0
wait 1
playfram 0x640
wait 2
playfram 0x480
wait 2
playfram 0x4A0
wait 2
goto OlympianIdleShoulderInit
OlympianIdleRifleToShoulderInit:
randcondjmp 127 OlympianIdleRifleToShoulder01
goto OlympianIdleRifleToShoulder02
OlympianIdleRifleToShoulder01:
playfram 0x400
wait 1
playfram 0x440
wait 1
playfram 0x480
wait 1
playfram 0x4A0
wait 1
goto OlympianIdleShoulderInit
OlympianIdleRifleToShoulder02:
playfram 0x400
wait 1
playfram 0x420
wait 1
playfram 0x440
wait 2
playfram 0x460
wait 2
playfram 0x480
wait 2
playfram 0x4A0
wait 2
goto OlympianIdleShoulderInit
# --- Idle Shoulder --- #
OlympianIdleShoulderInit:
playfram 0x4C0
OlympianIdleShoulderLoop:
wait 79
randcondjmp 2 OlympianIdleShoulderToRifleFakeout
randcondjmp 5 OlympianIdleShoulderToAiming
randcondjmp 10 OlympianIdleShoulder01
randcondjmp 20 OlympianIdleShoulder02
randcondjmp 30 OlympianIdleShoulder03
randcondjmp 40 OlympianIdleShoulder04
randcondjmp 44 OlympianIdleShoulder05
randcondjmp 50 OlympianIdleShoulderToRifle
goto OlympianIdleShoulderLoop
OlympianIdleShoulder01:
playfram 0x4E0
wait 2
playfram 0x500
wait 8
playfram 0x4E0
wait 2
playfram 0x4C0
wait 2
playfram 0x520
wait 2
playfram 0x540
wait 8
playfram 0x520
wait 2
goto OlympianIdleShoulderInit
OlympianIdleShoulder02:
playfram 0x4E0
wait 2
playfram 0x500
wait 8
playfram 0x4E0
wait 2
goto OlympianIdleShoulderInit
OlympianIdleShoulder03:
playfram 0x520
wait 2
playfram 0x540
wait 8
playfram 0x520
wait 2
goto OlympianIdleShoulderInit
OlympianIdleShoulder04:
playfram 0x4E0
wait 1
turnccwise 2
wait 1
playfram 0x4C0
wait 2
playfram 0x4E0
wait 1
turnccwise 2
wait 1
goto OlympianIdleShoulderInit
OlympianIdleShoulder05:
playfram 0x520
wait 1
turncwise 2
wait 1
playfram 0x4C0
wait 2
playfram 0x520
wait 1
turncwise 2
wait 1
goto OlympianIdleShoulderInit
OlympianIdleShoulderToRifleFakeout:
playfram 0x4A0
wait 2
playfram 0x480
wait 2
playfram 0x460
wait 2
playfram 0x440
wait 2
playfram 0x420
wait 1
playfram 0x400
wait 1
playfram 0x00
wait 8
playfram 0x400
wait 1
playfram 0x420
wait 1
playfram 0x440
wait 2
playfram 0x460
wait 2
playfram 0x480
wait 2
playfram 0x4A0
wait 2
goto OlympianIdleShoulderInit
OlympianIdleShoulderToRifle:
playfram 0x4A0
wait 2
playfram 0x480
wait 2
playfram 0x460
wait 2
playfram 0x440
wait 2
playfram 0x420
wait 1
playfram 0x400
wait 1
goto OlympianIdleRifleInit
OlympianIdleShoulderToAiming:
playfram 0x4A0
wait 1
playfram 0x480
wait 1
playfram 0x640
wait 1
playfram 0x6C0
wait 8
goto OlympianIdleAimingInit
# --- Idle Fists --- #
OlympianIdleFistsInit:
playfram 0x200
wait 2 # This wait is needed if this is called on startup, or the game will crash!
sigorder 128
OlympianIdleFistsLoop:
wait 79
randcondjmp 6 OlympianIdleFists02
randcondjmp 12 OlympianIdleFists03
randcondjmp 16 OlympianIdleFists04
randcondjmp 20 OlympianIdleFists05
randcondjmp 50 OlympianIdleFists01
goto OlympianIdleFistsLoop
OlympianIdleFists01:
playfram 0x320
wait 1
playfram 0x340
wait 1
turnrand 2
wait 1
playfram 0x320
wait 1
goto OlympianIdleFistsInit
OlympianIdleFists02:
playfram 0x8C0
wait 1
playfram 0xAA0
wait 1
playfram 0xAC0
wait 2
playfram 0xAE0
wait 8
playfram 0xAC0
wait 2
playfram 0xAA0
wait 1
playfram 0x8C0
wait 1
goto OlympianIdleFistsInit
OlympianIdleFists03:
playfram 0x8C0
wait 1
playfram 0x8E0
wait 1
playfram 0x900
wait 2
playfram 0x920
wait 8
playfram 0x900
wait 1
playfram 0x8E0
wait 1
playfram 0x8C0
wait 1
goto OlympianIdleFistsInit
OlympianIdleFists04:
playfram 0x560
wait 2
playfram 0x580
wait 63
playfram 0x560
wait 2
goto OlympianIdleFistsInit
OlympianIdleFists05:
playfram 0x5A0
wait 4
playfram 0x5C0
wait 6
playfram 0x5E0
wait 2
playfram 0x5C0
wait 2
playfram 0x5E0
wait 2
playfram 0x5C0
wait 4
playfram 0x5A0
wait 2
goto OlympianIdleFistsInit
# --- Other --- #
OlympianDeath:
playsndbtwn 276 277 # Terran\MARINE\TMaDth00.WAV | Terran\MARINE\TMaDth01.WAV
setfldirect 0
playfram 0x00
imgol 3 0 0 # Skryrokor Death (zerg\zavDeath.grp)
imgol 332 0 0 # Explosion2 (Small) (thingy\tBangS.grp)
wait 5
lowsprul 236 0 0 # Maverick Remnants (terran\tmaDeath.grp)
playfram 0xC60
wait 2
playfram 0xC61
wait 2
playfram 0xC62
wait 2
playfram 0xC63
wait 2
playfram 0xC64
wait 2
playfram 0xC65
wait 2
playfram 0xC66
wait 2
playfram 0xC67
wait 2
lowsprul 1224 0 0 # Olympian Remains (cm\t\olympian-remains.grp)
wait 1
end
@ -12962,85 +13324,256 @@ OlympianRevive:
nobrkcodestart
setfldirect 0
playsndbtwn 1161 1162
sprol 742 0 0
# playfram 176
# wait 2
# playfram 175
# wait 2
# playfram 174
# wait 2
# playfram 173
# wait 2
# playfram 172
# wait 2
# playfram 171
# wait 2
# playfram 170
# wait 2
wait 14
playfram 0xC66
wait 2
playfram 0xC65
wait 2
playfram 0xC64
wait 2
playfram 0xC63
wait 2
playfram 0xC62
wait 2
playfram 0xC61
wait 2
playfram 0xC60
wait 2
setfldirect 12
nobrkcodeend
goto OlympianWalkingToIdle
goto OlympianIdleRifleInit # specifically Rifle Idle cause I don't want to make two separate death anims
OlympianGndAttkInit:
sigorder 32
# --- Attack --- #
OlympianAttackInit: # This inits both Gun and Fists attacks.
sigorder 32 # Sends the signal to melee attack if possible. I think the unit will recieve the signal in the next gametick and act on it in the one after that.
ub 62
ub 64
pw OlympianAttackGunFromIdleAiming #flagjmp 64
ub 62
ub 128
pw OlympianAttackGunFromIdleFists #flagjmp 128
goto OlympianAttackGunFromIdleRifle #OlympianAttackGunFromIdleRifle
# --- Attack Gun --- #
OlympianAttackGunFromIdleFists:
playfram 0x8C0
wait 2 # It is important to have this be 2 waits instead of 1! Otherwise we would get the first frame of this anim before it transitions to the fist attack.
playfram 0x660
wait 1
playfram 0x200
playfram 0x680
wait 1
playfram 0x220
playfram 0x6A0
goto OlympianAttackGunLoop
OlympianAttackGunFromIdleAiming: # kitbashed anim
#playfram 0x6C0
#wait 2 # match time to other anims #eh why would we do that?
goto OlympianAttackGunLoop
#OlympianAttackGunFromIdleShoulder: #kitbashed anim
# playfram 0x680
# wait 2
# playfram 0x6A0
# wait 2
# goto OlympianAttackGunLoop
OlympianAttackGunFromIdleRifle:
playfram 0x00
wait 2
playfram 0x600
wait 1
playfram 0x240
OlympianGndAttkRpt:
playfram 0x620
wait 1
playfram 0x640
OlympianAttackGunLoop:
wait 1
nobrkcodestart
playsndbtwn 1555 1556 # Olympian weapon fire 01, 02
attackwith 2
playfram 0x280
playfram 0x6E0
wait 1
playfram 0x260
playfram 0x6C0
wait 1
playfram 0x280
playfram 0x6E0
wait 1
playfram 0x260
playfram 0x6C0
wait 1
orderdone 128
nobrkcodeend
sigorder 64 #Marks the unit as Aiming
sigorder 32
gotorepeatattk
ignorerest
OlympianGndAttkToIdle:
playfram 0x240
OlympianAttackGunToIdleRifle: # done in two parts so if we're immediately targeting another unit afterward we keep aiming
playfram 0x6C0
goto OlympianAttackGunToIdleRifle2
OlympianAttackGunToIdleRifle2:
wait 2
orderdone 64 # Clears the units Aiming Status
playfram 0x640
wait 1
playfram 0x220
playfram 0x620
wait 1
playfram 0x200
playfram 0x600
wait 1
goto OlympianWalkingToIdle
goto OlympianIdleRifleInit
OlympianSpecialState1:
playfram 0x2A0
# --- Attack Fists --- #
OlympianAttackFistsInit:
ub 62
ub 64
pw OlympianAttackFistsFromIdleAiming # flagjmp 64
ub 62
ub 128
pw OlympianAttackFistsFromIdleFistsInit # flagjmp 128
goto OlympianAttackFistsFromIdleRifle # sigorder 0
#goto OlympianAttackFistsFromIdleFistsInit # sigorder 128
OlympianAttackFistsFromIdleAiming: #kitbashed anim
playfram 0x620
wait 1
playfram 0x720
orderdone 64 #Clears the units Aiming Status
wait 1
playfram 0x740
goto OlympianAttackFistsFromIdleRifleAndAiming
OlympianAttackFistsFromIdleRifle:
playfram 0x700
wait 1
playfram 0x720
wait 1
playfram 0x740
OlympianAttackFistsFromIdleRifleAndAiming:
ub 62
ub 128
pw OlympianAttackFistsFromIdleFists01 # flagjmp 128 OlympianAttackFistsFromIdleFists01
wait 1
nobrkcodestart
playfram 0x2C0
playfram 0x760
wait 2
playfram 0x780
wait 1
playfram 0x2E0
attackmelee 3 1577 1578 1579 # Olympian Melee 01, 02, 03
playfram 0x7A0
wait 3
playfram 0x7C0
wait 1
playfram 0x300
playfram 0x7E0
wait 1
playfram 0x320
playfram 0x800
wait 1
playfram 0x340
playfram 0x820
wait 1
playfram 0x00
playfram 0x840
wait 1
playfram 0x860
wait 1
playfram 0x880
wait 1
playfram 0x8A0
wait 1
playfram 0x8C0
sigorder 128
nobrkcodeend
gotorepeatattk
ignorerest
OlympianLocal06:
goto OlympianWalkingToIdle
goto OlympianIdleFistsInit
OlympianAttackFistsFromIdleFistsInit:
randcondjmp 127 OlympianAttackFistsFromIdleFists01
goto OlympianAttackFistsFromIdleFists02
OlympianAttackFistsFromIdleFists01:
playfram 0x8E0
wait 1
playfram 0x900
wait 1
playfram 0x920
wait 1
nobrkcodestart
playfram 0x940
wait 2
playfram 0x960
wait 1
attackmelee 3 1577 1578 1579 # Olympian Melee 01, 02, 03
playfram 0x980
wait 3
playfram 0x9A0
wait 1
playfram 0x9C0
wait 1
playfram 0x9E0
wait 1
playfram 0xA00
wait 1
playfram 0xA20
wait 1
playfram 0xA40
wait 1
playfram 0xA60
wait 1
playfram 0xA80
wait 1
playfram 0x8C0
sigorder 128
nobrkcodeend
gotorepeatattk
ignorerest
goto OlympianIdleFistsInit
OlympianAttackFistsFromIdleFists02:
playfram 0xAA0
wait 1
playfram 0xAC0
wait 1
playfram 0xAE0
wait 1
nobrkcodestart
playfram 0xB00
wait 2
playfram 0xB20
wait 1
attackmelee 3 1577 1578 1579 # Olympian Melee 01, 02, 03
playfram 0xB40
wait 3
playfram 0xB60
wait 1
playfram 0xB80
wait 1
playfram 0xBA0
wait 1
playfram 0xBC0
wait 1
playfram 0xBE0
wait 1
playfram 0xC00
wait 1
playfram 0xC20
wait 1
playfram 0xC40
wait 1
playfram 0x8C0
sigorder 128
nobrkcodeend
gotorepeatattk
ignorerest
goto OlympianIdleFistsInit
OlympianWalking:
# --- Walking --- #
OlympianWalkingInit:
orderdone 64 # Clears the units Aiming Status
ub 62
ub 128
pw OlympianWalkingFists # flagjmp 128 OlympianWalkingFists
goto OlympianWalkingRifle
OlympianWalkingRifle:
move 4
wait 1
nobrkcodeend #done to stop weird point where a flagjmp warps while also in nocodebreak
playfram 0xA0
move 4
wait 1
@ -13084,7 +13617,63 @@ OlympianWalking:
move 4
wait 1
playfram 0x80
goto OlympianWalking
nobrkcodeend
goto OlympianWalkingRifle
OlympianWalkingFists:
move 4
wait 1
nobrkcodeend #done to stop weird point where a flagjmp warps while also in nocodebreak
playfram 0x2A0
move 4
wait 1
playfram 0x2C0
move 4
wait 1
playfram 0x2E0
move 4
wait 1
playfram 0x300
move 4
wait 1
playfram 0x320
move 4
wait 1
playfram 0x340
move 4
wait 1
playfram 0x360
move 4
wait 1
playfram 0x380
move 4
wait 1
playfram 0x3A0
move 4
wait 1
playfram 0x3C0
move 4
wait 1
playfram 0x3E0
move 4
wait 1
playfram 0x220
move 4
wait 1
playfram 0x240
move 4
wait 1
playfram 0x260
move 4
wait 1
playfram 0x280
goto OlympianWalkingFists
OlympianWalkingToIdle:
ub 62
ub 128
pw OlympianIdleFistsInit # flagjmp 128 OlympianIdleFistsInit
goto OlympianIdleRifleInit
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:

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