/* AC_Entasis02 */
#include<ultra64.h>
#include"../../Source/sys_skeleton.h"
extern Gfx AC_Entasis02_Bottom[];
extern Gfx AC_Entasis02_Kakera[];
extern Gfx AC_Entasis02_Broken[];
extern Gfx AC_Entasis02_Top[];
static short AC_Entasis02_prm[]={
	    0,};
static unsigned short AC_Entasis02_tbl[]={
	    1,    0,	/* chn1translate x */
	    1,    0,	/* chn1 translate y */
	    1,    0,	/* chn1 translate z */
	    1,    0,	/* chn1 rotate x */
	    1,    0,	/* chn1 rotate y */
	    1,    0,	/* chn1 rotate z */
	    1,    0,	/* AC_Entasis02_Broken rotate x */
	    1,    0,	/* AC_Entasis02_Broken rotate y */
	    1,    0,	/* AC_Entasis02_Broken rotate z */
	    1,    0,	/* AC_Entasis02_Top rotate x */
	    1,    0,	/* AC_Entasis02_Top rotate y */
	    1,    0,	/* AC_Entasis02_Top rotate z */
	    1,    0,	/* chn3 rotate x */
	    1,    0,	/* chn3 rotate y */
	    1,    0,	/* chn3 rotate z */
	    1,    0,	/* chn2 rotate x */
	    1,    0,	/* chn2 rotate y */
	    1,    0,	/* chn2 rotate z */
	    1,    0,	/* AC_Entasis02_Bottom rotate x */
	    1,    0,	/* AC_Entasis02_Bottom rotate y */
	    1,    0,	/* AC_Entasis02_Bottom rotate z */
};
AnimeRecord AC_Entasis02_anm={
	100,
	6,
	AC_Entasis02_prm,
	AC_Entasis02_tbl
};
static SkeletonRecord AC_Entasis02_Broken_[1]=
	{AC_Entasis02_Broken,0.000000,0.000000,0.000000,0,0,0,NULL,NULL};
static SkeletonRecord AC_Entasis02_Top_[1]=
	{AC_Entasis02_Top,0.000000,0.000000,0.000000,0,0,0,NULL,NULL};
static SkeletonRecord chn3[1]=
	{NULL,0.000000,1080.000000,0.000000,0,0,0,NULL,AC_Entasis02_Top_};
static SkeletonRecord chn2[1]=
	{NULL,0.000000,750.000000,0.000000,0,0,0,chn3,AC_Entasis02_Broken_};
static SkeletonRecord AC_Entasis02_Bottom_[1]=
	{AC_Entasis02_Bottom,0.000000,0.000000,0.000000,0,0,0,NULL,chn2};
static SkeletonRecord chn1[1]=
	{NULL,0.000000,0.000000,0.000000,0,0,0,NULL,AC_Entasis02_Bottom_};
SkeletonPtr AC_Entasis02_list[]={
	chn1,
	AC_Entasis02_Broken_,
	AC_Entasis02_Top_,
	chn3,
	chn2,
	AC_Entasis02_Bottom_,
	NULL
};
