spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber].sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame
spriteframe_t *sprframe = &sprdef->spriteframes[spritetimer]; //Our animation frame is equal to the number on the timer
NightsAttackSprite = W_CachePatchNum(sprframe->lumppat[6], PU_PATCH); //Draw the right facing angle
if ((skins[skinnumber].flags & SF_NONIGHTSSUPER) || !(skins[skinnumber].flags & SF_SUPER)) //If we don't go super during NiGHTS, or at all
colormap = R_GetTranslationColormap(TC_BLINK, skins[skinnumber].prefcolor, GTC_CACHE); //Make the sprite color be our prefcolor
else
colormap = R_GetTranslationColormap(TC_BLINK, (skins[skinnumber].natkcolor), GTC_CACHE); //Make our sprite color equal the darkest flash of our supercolor
angle_t fa = (FixedAngle(((FixedInt(ntsatkdrawtimer * 4)) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
if (sprframe->flip & 1<<6) //If our sprite is supposed to be flipped