/* SZ_ISBM */
#include<ultra64.h>
#include"../../Source/sys_skeleton.h"
extern Gfx SZ_ISBM_BodyLight[];
extern Gfx SZ_ISBM_Body[];
extern Gfx SZ_ISBM_HeadLight[];
extern Gfx SZ_ISBM_Head[];
extern Gfx SZ_ISBM_Tail[];
static short SZ_ISBM_prm[]={
	    0,};
static unsigned short SZ_ISBM_tbl[]={
	    1,    0,	/* chn3_1translate x */
	    1,    0,	/* chn3_1 translate y */
	    1,    0,	/* chn3_1 translate z */
	    1,    0,	/* chn3_1 rotate x */
	    1,    0,	/* chn3_1 rotate y */
	    1,    0,	/* chn3_1 rotate z */
	    1,    0,	/* SZ_ISBM_HeadLight rotate x */
	    1,    0,	/* SZ_ISBM_HeadLight rotate y */
	    1,    0,	/* SZ_ISBM_HeadLight rotate z */
	    1,    0,	/* SZ_ISBM_BodyLight rotate x */
	    1,    0,	/* SZ_ISBM_BodyLight rotate y */
	    1,    0,	/* SZ_ISBM_BodyLight rotate z */
	    1,    0,	/* SZ_ISBM_Head rotate x */
	    1,    0,	/* SZ_ISBM_Head rotate y */
	    1,    0,	/* SZ_ISBM_Head rotate z */
	    1,    0,	/* SZ_ISBM_Tail rotate x */
	    1,    0,	/* SZ_ISBM_Tail rotate y */
	    1,    0,	/* SZ_ISBM_Tail rotate z */
	    1,    0,	/* chn3 rotate x */
	    1,    0,	/* chn3 rotate y */
	    1,    0,	/* chn3 rotate z */
	    1,    0,	/* SZ_ISBM_Body rotate x */
	    1,    0,	/* SZ_ISBM_Body rotate y */
	    1,    0,	/* SZ_ISBM_Body rotate z */
};
AnimeRecord SZ_ISBM_anm={
	2,
	7,
	SZ_ISBM_prm,
	SZ_ISBM_tbl
};
static SkeletonRecord SZ_ISBM_HeadLight_[1]=
	{SZ_ISBM_HeadLight,0.000000,0.000000,0.000000,0,0,0,NULL,NULL};
static SkeletonRecord SZ_ISBM_BodyLight_[1]=
	{SZ_ISBM_BodyLight,0.000000,0.000000,0.000000,0,0,0,NULL,NULL};
static SkeletonRecord SZ_ISBM_Head_[1]=
	{SZ_ISBM_Head,0.000000,0.000000,0.000000,0,0,0,SZ_ISBM_HeadLight_,NULL};
static SkeletonRecord SZ_ISBM_Tail_[1]=
	{SZ_ISBM_Tail,0.000000,0.000000,0.000000,0,0,0,SZ_ISBM_BodyLight_,NULL};
static SkeletonRecord chn3[1]=
	{NULL,0.000000,0.000000,110.000000,0,0,0,NULL,SZ_ISBM_Head_};
static SkeletonRecord SZ_ISBM_Body_[1]=
	{SZ_ISBM_Body,0.000000,0.000000,0.000000,0,0,0,SZ_ISBM_Tail_,chn3};
static SkeletonRecord chn3_1[1]=
	{NULL,0.000000,0.000000,0.000000,0,0,0,NULL,SZ_ISBM_Body_};
SkeletonPtr SZ_ISBM_list[]={
	chn3_1,
	SZ_ISBM_HeadLight_,
	SZ_ISBM_BodyLight_,
	SZ_ISBM_Head_,
	SZ_ISBM_Tail_,
	chn3,
	SZ_ISBM_Body_,
	NULL
};
