function handle_animaten()
{
var DoCombat = TRUE;
ent_animate(my, NULL, 0, 0);
if(key_shift && key_w)
{
player.animblend = blend;
my.skill1 += 8 * time_step;
ent_animate(me,"run",my.skill1,ANM_CYCLE);
DoCombat = FALSE;
}
if(key_w)
{
player.animblend = blend;
my.skill2 += 6 * time_step;
ent_animate(me,"run",my.skill2,ANM_CYCLE);
DoCombat = FALSE;
}
if(key_s)
{
player.animblend = blend;
my.skill3 -= 6 * time_step;
ent_animate(me,"run",my.skill3,ANM_CYCLE);
DoCombat = FALSE;
}
if(key_a)
{
player.animblend = blend;
my.skill4 += 6 * time_step;
ent_animate(me,"strafe_left",my.skill4,ANM_CYCLE);
DoCombat = FALSE;
}
if(key_d)
{
player.animblend = blend;
my.skill5 += 6 * time_step;
ent_animate(me,"strafe_right",my.skill5,ANM_CYCLE);
DoCombat = FALSE;
}
if(mouse_left)
{
player.animblend = attack_c;
handle_sword_collision();
my.skill6 += 8 * time_step;
if (!mouse_left && (my.skill6 > 0))
my.skill6 -= 10 * time_step;
ent_animate(me,"attack_c",my.skill6,ANM_ADD);
DoCombat = FALSE;
}
if(my_height > 10)
{
player.animblend = blend;
my.skill9 += 3 * time_step;
ent_animate(me,"fall",my.skill9,ANM_CYCLE);
DoCombat = FALSE;
}
if (DoCombat)
{
player.animblend = blend;
my.skill8 += 1 * time_step;
ent_animate(me,"stand",my.skill10,ANM_CYCLE);
}
}