; 0 - number of animation bytes (WRONG? 0x16 in file) ; 1 - disk_face (byte) ; 3 - bits for cels to draw ; 7 - offsets of embedded props for limbs (two bytes each, 6 limbs) ; 19: display_avatar copies _26 bytes_ head_cel_number: byte 4 frozen_when_stands: byte 0xff pattern_for_limb: byte AVATAR_LEG_LIMB byte AVATAR_LEG_LIMB byte AVATAR_ARM_LIMB byte AVATAR_TORSO_LIMB byte AVATAR_FACE_LIMB byte AVATAR_ARM_LIMB fv_cels: ; order of cels front view byte 0,1,3,4,2,5 bv_cels: byte 5,2,4,0,1,3 limbs_affected_by_height: byte 0,0,1,1,1,1 ; limbs are _embedded_ props?? animate.m get_av_prop_address (A * 2) + 8 - high byte of offset!! avatars can have up to 16 cels - each frame is _only_ 1 cel, rather than a composite byte_to_bit lookup table turns it into a bitmask, used by cels_to_draw_2 & cels_to_draw ; embedded limb "prop": ; 0 - number of animation bytes A ; 1 - unk ; 2 - unk ; 3:A+2 - first ; A+3 - unk ; A+4:A+20 - cel offsets (Word)