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;	just replace loc_19AC4 with the following in Sonic 2's disasm.
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loc_19AC4:
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	move.l	d6,d4
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	addq.b	#2,d4
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	btst	d4,status(a0)
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	beq.s	loc_19AEA
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	cmpi.b	#2,anim(a1)	; check if in jumping/rolling animation
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	beq.s	loc_19ADC
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	cmpi.b	#$17,anim(a1)	; check if in drowning animation
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	beq.s	loc_19ADC
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	cmpi.b	#$1A,anim(a1)	; check if in hurt animation
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	beq.s	loc_19ADC
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	cmpi.b	#$1F,anim(a1)	; check if in transformation animation
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	beq.s	loc_19ADC
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	move.w	#1,anim(a1)	; use walking animation