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=== Doom Sprite animation system === Weissblatt's sprite animation system works by appending a ''frame'' and an ''angle'' to the name of your sprite's lump name. For example, the animation <code>WALK</code> may consist of the frames <code>WALKA0</code>, <code>WALKB0</code>, <code>WALKC0</code> and <code>WALKD0</code>. The frame is determined by a letter A to Z, while the angle is determined by a number. Any sprite may be assigned to one or two frame-angle-pairs. When a second frame-angle pair is given, it will be displayed by horizontally flipping the sprite along it's offset. For example a single sprite may be called <code>WALKA3A7</code> to be used as both a left-facing and a right facing sprite. The following table explains how the angle numbers are assigned: {| class="wikitable" |+Sprite angle system |'''A4''' (Back-Left diagonal) |AC |'''A5''' (Back) |AD |'''A6''' (Back-Right diagonal) |- |AB | colspan="3" rowspan="3" |'''A0''' (Billboarding) |AE |- |'''A3/AL''' (Left) |'''A7/AR''' (Right) |- |AA |AF |- |'''A2''' (Front-Left diagonal) |A9 |'''A1''' (Front) |AG |'''A8''' (Front-Right diagonal) |} Sprites can be defined in multiple modes, depending on which angle is loaded last missing frames will result in an error: # '''A0 mode''': Only an A0 angle is defined and the sprite is billboarded. This is usually used by decorative objects. # '''Left-Right mode''': Only the angles AL and AR are defined. The sprite will always be facing either left or right, akin to a 2D game. # '''Eight-Angle mode''': Angles A1 to A8 are required. This is the mode used by most characters and enemies. # '''Sixteen-Angle mode''': Angles A1 to AG are required. This is used by the 8 ball.
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