// play the get hit animation
void cCombat::playGetHitAnimation( P_CHAR pChar )
{
	if (pChar->isHuman()) {
		pChar->action(20);
	} else {
		pChar->action(10);
	}
}
cRepeatAction::cRepeatAction( P_CHAR mage, UINT8 anim, UINT32 delay )
{
	_mage = mage->serial();
	_anim = anim;
	_delay = delay;
	mage->action( anim );
	expiretime = uiCurrentTime + delay;
	dispellable = false;
	serializable = false;
}
// cTimedSpellAction
cTimedSpellAction::cTimedSpellAction( SERIAL serial, UI08 nAction )
{
	if( !isCharSerial( serial ) )
	{
		character = INVALID_SERIAL;
		return;
	}

	// Display the animation once
	P_CHAR pc = FindCharBySerial( serial );
	if( !pc )
	{
		character = INVALID_SERIAL;
		return;
	}
	pc->action( nAction );

	// Save our data
	character = serial;
	action = nAction;
	serializable = false;
	expiretime = uiCurrentTime + 750;
}