/* MC_Signal */
#include<ultra64.h>
#include"../../Source/sys_skeleton.h"
extern Gfx MC_Signal_Light[];
extern Gfx MC_Signal_Body[];
extern Gfx MC_Signal_Futa01[];
extern Gfx MC_Signal_Futa02[];
static short MC_Signal_prm[]={
	    0,};
static unsigned short MC_Signal_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,	/* MC_Signal_Futa01 rotate x */
	    1,    0,	/* MC_Signal_Futa01 rotate y */
	    1,    0,	/* MC_Signal_Futa01 rotate z */
	    1,    0,	/* MC_Signal_Light rotate x */
	    1,    0,	/* MC_Signal_Light rotate y */
	    1,    0,	/* MC_Signal_Light rotate z */
	    1,    0,	/* MC_Signal_Futa02 rotate x */
	    1,    0,	/* MC_Signal_Futa02 rotate y */
	    1,    0,	/* MC_Signal_Futa02 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,	/* MC_Signal_Body rotate x */
	    1,    0,	/* MC_Signal_Body rotate y */
	    1,    0,	/* MC_Signal_Body rotate z */
};
AnimeRecord MC_Signal_anm={
	100,
	7,
	MC_Signal_prm,
	MC_Signal_tbl
};
static SkeletonRecord MC_Signal_Futa01_[1]=
	{MC_Signal_Futa01,0.000000,0.000000,0.000000,0,0,0,NULL,NULL};
static SkeletonRecord MC_Signal_Light_[1]=
	{MC_Signal_Light,0.000000,0.000000,0.000000,0,0,0,NULL,NULL};
static SkeletonRecord MC_Signal_Futa02_[1]=
	{MC_Signal_Futa02,0.000000,0.000000,0.000000,0,0,0,MC_Signal_Futa01_,NULL};
static SkeletonRecord chn3[1]=
	{NULL,0.000000,200.000000,0.000000,0,0,0,NULL,MC_Signal_Light_};
static SkeletonRecord chn2[1]=
	{NULL,0.000000,205.000000,0.000000,0,0,0,chn3,MC_Signal_Futa02_};
static SkeletonRecord MC_Signal_Body_[1]=
	{MC_Signal_Body,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,MC_Signal_Body_};
SkeletonPtr MC_Signal_list[]={
	chn1,
	MC_Signal_Futa01_,
	MC_Signal_Light_,
	MC_Signal_Futa02_,
	chn3,
	chn2,
	MC_Signal_Body_,
	NULL
};
