const char swing_frames1[3] = {Actor::raise1_frame,
static char swing_frames1[3] = {Actor::raise1_frame,
static void Get_weapon_frames	(	int weapon,			// Weapon shape.	bool projectile,		// Shooting/throwing.	bool two_handed,		// Held in both hands.	char *frames			// Four frames stored here.	) 	{					// Frames for swinging.	const char swing_frames1[3] = {Actor::raise1_frame, 					Actor::reach1_frame,					Actor::strike1_frame};	const char swing_frames2[3] = {Actor::raise2_frame, 					Actor::reach2_frame,					Actor::strike2_frame};	unsigned char frame_flags;	// Get Actor_frame flags.	Weapon_info *winfo;	if ((winfo = ShapeID::get_info(weapon).get_weapon_info()) != 0)		frame_flags = winfo->get_actor_frames(projectile);	else				// Default to normal swing.		frame_flags = projectile ? 0 : Weapon_info::raise|							Weapon_info::reach;					// Use frames for weapon type.	const char *swing_frames = two_handed ? swing_frames2 : swing_frames1;	frames[0] = Actor::ready_frame;					// Do 'swing' frames.	frames[1] = (frame_flags&Weapon_info::raise) ? swing_frames[0]							: Actor::ready_frame;	frames[2] = (frame_flags&Weapon_info::reach) ? swing_frames[1]							: Actor::ready_frame;	frames[3] = swing_frames[2];// Always do the 'strike'.	}